[quote who="RavenX" reply="3" id="3063038"] Quoting Satrhan, reply 2 Do you know if it's possible to change the behaviour of monster lairs? So they could grow over time for instance, or send out raiding parties? I believe they already do send out raiding parties. I've seen a Troll Lair spit out 3 seperate Troll Armies from the same lair over the coarse of a game.[/quote] They definitely can send out raiding parties. I have a few trashed improveme
TheOtherHorseman
[quote who="Renevent" reply="4" id="3063005"]Thinking more about it...I don't think maul should even be on a weapon. Even with some tweaking, it makes that weapon stronger than anything else in the game without it. I had weapons much higher level and damage than the one with maul but there was no point of using them...even if you only get in the second hit with decent chance, it makes it almost twice as powerful as anything else. Maul should probably just be a skill
A lot of great stuff was added. Agreed on the quests and spells. I can never have enough of those two, but I'm really happy with the creativity of some additions and the flavor text is really good. I think the research trees could stand to be rejiggered a bit (IMO it takes a bit long to get mounted troops, especially on wargs), but the core structure is pleasing to me. Tactical combat is enjoyable to me now, whereas WoM's was a chore. I give the credit to the in
[quote who="lilB" reply="2" id="3062983"]Hello, The maul attack does come with a penalty for every successful hit you lose 3 accuracy, but this is understandable this attack still needs to be tweaked a bit more.[/quote] Maybe switch to percentage-based accuracy drops that make a second hit extremely likely but going downhill from there. Otherwise, high-accuracy champs become enfleshed war gods with a berserker's
[quote who="Heavenfall" reply="3" id="3062950"]Another thing I've been thinking about is completely replacing the ability to use spells to buff trained units, strategically, with these traits. Although I'm not sure it would work or be fun. Strategic spell buffs would be for cities or champions.[/quote] Maybe an unlockable Spellforge building that lets you train units in that city that have predesigned enchantments available to you built in, or equivalent magicky
I don't think I'd like to see mana segregation, but I definitely want to see better spell scaling with Int or the like, and as much integration of shards as possible. Much like now many spells should just get numerically stronger, but I'd also like some more flavor. I have two water shards and I summon an elemental, so my minion is higher level by default. What about a small chance of summoning a greater elemental type, or getting a "bonus" lesser elemental due to the power of my
I like the idea of a dynasty system, but if it is done, I'd like it to be done deeply and well. So, rather than spending time on it during the beta I'd be much happier if it was deferred to a future content patch or expansion.
My sovereign got a berserker axe. It singlehandedly broke the game. My battles went from tactically maneuvering my soldiers and strategically casting spells from support mages to casting haste on the sovereign and skipping everyone else's turn while he tanks damage and mows down anything in his path like blades of grass.
I think tactical mana limits, perhaps linked to intelligence togive that trait more use, would be a pretty solid addition. This would also allow you to ramp up mana earned to allow more free use of magical hijinks like buffs/summons without wildly unbalancing tactical combat. The sovereign should have a ludicrous tac mana limit, especially in his/her own territory. If only because I am a sucker for theme. Mana cost for sovereign to escape should b
I agree with the notion of categorizing traits, largely because I want there to be enough possible traits to choke an ox with and that would seem to be the best way to view them in that case.
Not everything needs to be an upgrade, it it'd be good to get some degree of that. I especially second the notion of upgrading the central structure.
I love the idea of being able to capture enemy heroes, or having my own captured, and then either ransom them or hold them in my army until I can drop them off at a city based prison. Maybe a low chance when defeating an enemy party with heroes, modified by a hero/unit trait line called Manhunter or something. I guess you could execute prisoners too, but that may be a bit much. I agree with anyone that has said that heroes should die sometimes to be rezz'd with some
Elemental has improved as a game over time, but it's basically trended from C- to C+, with the initial release getting a generous score just because it managed to be a timesink for me despite its flaws. oh man this is about to be an ideapost Regardless of its current problems, it would easily jump to a B+ *without any fixes* if unit design was made to be comparable to GalCiv 2. In Elemental, there are no real decisions to make at any equipment tie
Derek, I would still respect you in the morning if you devalued the concept of a contest by implementing them all. My favorite is definitely Shadow World, though. A world/region enchantment with a cool effect that could change/be enhanced if sustained long enough, and in doing so adds more beasties to our summonable repertoire? Count me in
Here is what I'd like to see to make the unit design more engaging and worthwhile: Greater visual customization. Put in alternate models/colors for armor pieces and weapons and let us choose between them. Just slap a little arrow on the bottom right of every item button in the unit designer and have it be a drop-down menu where we can click and select what stat-identical version of the item we want. I want helmets that obscure faces, and armor that can
Nemesis/X-bane : Unit gets bonus damage against the specified unit type. IE, after driving the giant spiders into the pass for the third time, the 1st Freeland Archers gain the trait Spiderbane, or Nemesis (Spider). Unstoppable Charge : Unit can move X squares, damaging any units in its path and knocking them aside. Blood Frenzy : Killing an enemy unit grants this unit enhanced accuracy/damage for 2 rounds. Making another kill wi
Have this same problem in the current and previous Beta versions at 1440x900 and other resolutions I tried as a fix. It's a pretty frustrating bug since I don't know alternate way of getting rid of the "found a kingdom" box. Trying to start a city pretty much ends the game for me since I can't get rid of the box, and I need to end the process to escape. All I want for Christmas is for this to be fixed in the version I play on release day.
Weird that I should write my thing without looking at the thread and then someone quotes a golem-related suggestion. Conspiracy.
Word has come to your kingdom that an ancient enclave has survived the scourging of the world. Who knows what riches lie within its walls? Wanderers and merchants report that it may be guarded by fearsome beings of magic, however. Be on your guard! --- Stepping past the last of the enclave's defenses, a grand hall opens up before you, filled with fearsome warriors of stone and iron. These golems lie dormant, but seem to be somehow connected to an orb that pulses with vital mag
I'm hugely in favor of the Sovereign dies = game over idea. It's very thematic, it makes me the Sovereign, and I don't have to worry about strange questions like why I can pass my worldshakingly mighty and rare powers which are part of my being to some schmuck of a great great grandson whose most impressive quality was previously being married to a rich merchant's daughter or something. As you might guess, I am not the biggest fan of the "descendent = successor" business. I m