Lord Reliant

Lord Reliant

Joined Member # 2411813
81 Posts 1,298 Replies 28,116 Reputation

[quote who="Derek Paxton" reply="18" id="3250788"]For my own 2 cents I appreciate everyone's input. You guys have no idea how valuable it is to me and how much of an improvement I see in the game because of it, so I will never be critical of anyone offering any feedback they take the time to offer. It is a gift. But specifics certainly are more actionable than more general feedback.[/quote] And we love to give it. It's a hard line, though. I don't want to tell you as devs

29 Replies 9,213 Views

What's the point to raise and lower land? Just to reduce/increase movement costs? Does it have an impact on materials or grain?

357 Replies 611,649 Views

[quote who="Emperorjarin" reply="7" id="3250563"]As A'Zoth is the first one that comes to my mind. His traits say he's a mage, but his bio talks about how he killed all his childhood peers because of how good a warrior he is.[/quote] Please tell me that he starts with a sword to go with his bio. I think the difficulty the devs face is with ever-expanding content added while balancing is taking place, it's hard to maintain the two. I suggest making a list for them t

29 Replies 9,213 Views

Does the game move the map to the location of the city to be upgraded? I want to say it does, but I don't think you can adjust the map while it's in that mode, which makes it a bit more difficult to determine. On one hand, it would be nice if city upgrades were treated as notifications. Rather than being a modal dialog that takes all off the game focus, put it in the notification area, but don't allow a turn to be finished until the type of town is chosen, just like cities

9 Replies 40,913 Views

I'd think each subsequent request for peace should be less and less valued by the AI, as it's proving that you're a traitor.

24 Replies 6,444 Views

[quote who="StevenAus" reply="22" id="3250097"]But there is a bug where you can contact a civ that is busy if at least one faction you can talk to, and then you use the arrows to go to that busy AI. Can you fix that (possibly by removing them from the arrow list when they are busy)?[/quote] I noticed this today. The "Too busy" message was partially a bug that will be fixed in this next update, but not sure if I really should be able to contact the AI or not.

24 Replies 6,444 Views

[quote]What I didn’t do (sorry fellow grognards) is hook every single thing up to the details area (hence you’d lose a lot of the perf with all those strings being written out). Mainly buff spells and the like.[/quote] This may result in some confusion among people looking at the logs to figure out why a certain amount of mana was used, or how the outcome played out that way. This is probably too late for 1.0, but is there somewhere in the tactical summary that cou

18 Replies 42,291 Views

[quote who="Frogboy" reply="25" id="3248809"]-- Update: We're pushing it to Monday. Sorry guys![/quote] That bad, huh? Would have been nice to push out the balancing updates separate from the major change in Monster AI so we could further refine that, but I'm sure there's a good reason to push it all together into one massive patch. Regardless, the extra effort and work is appreciated.

33 Replies 20,476 Views

[quote who="Emperorjarin" reply="220" id="3248843"] Quoting BlackRainZ, reply 219DO NOT nerf spellcasting. It needs to be more powerful! Seconded. Spellcasting still feels kind of weak at the moment, and there needs to be a good incentive for a spellcasting character to actually specialize as a mage. Nerf traits like evoker and warlock, and there will be no reason to specialize in magic damage, as it will simply not compare to mundane weaponry.[/quote] Inde

357 Replies 611,649 Views

Great investigating! Knowing the root cause is always so much better to address the symptoms. Best wishes on the best way to get it all fixed.

98 Replies 219,896 Views

[quote who="Gammit10" reply="123" id="3248695"]Dear Stardock: You sons of bitches, I am officially experiencing the "one more turn" syndrome. Curse/thank you.[/quote] Wait, I thought we were all supposed to get cancer and have our computers reformatted! Something's not right here... [e digicons]o_O[/e]

148 Replies 329,764 Views

[quote who="stein220" reply="22" id="3248702"]this is probably good for my circadian rhythm as I have enough going on tonight.[/quote] And hopefully Brad's, too. Wise choice on the delay. Overnight coding sessions without a chance to fully test could yield poor results. I'm sure there will still be some unexpected use cases caused by the changes, but appreciated as a better long-term fix for some of the issues with monsters.

33 Replies 20,476 Views

[quote who="Kestral2040" reply="20" id="3248325"]there is an improvement that reduces champion recruit cost (adventurer's guild) already, that being said I think everyone here is right to some extent. I personally think champion costs are probably a *little* too high, but as Trojasmic mentioned it is still important to keep the perks that reduce champion costs important. Expect them to come down a little bit, but not enough as to render those traits useless[/quote] With gold

35 Replies 104,973 Views

It would be nice if one of the technologies could reduce the cost of champion recruitment, though. FE reminds me somewhat of Age of Kings (Age of Empires 2). In that game, if you played a certain civilization, there were only 1 or 2 main strategies for victory, because each civilization was VERY tailored to a certain play style. However, in later incarnations of the AoE series, they added some additional flexibility and choice when leveling up, which retained the special flavor and fe

35 Replies 104,973 Views

[quote who="Kestral2040" reply="7" id="3246207"]yea, we are aware of memory leaks involved with loading games repeatedly and have a ticket in to work on them, thanks for the report tho [/quote] Thanks for investigating this, Toby! Glad it's reproducible for you guys and not just something isolated to a few folks. The FE engine has come a LONG way from WoM, so now we're into tweaking, which is excellent.

7 Replies 4,183 Views

[quote]Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)[/quote] Huzzah! Those waterfalls have been fully chased into submission. [quote]Lots of normalized volume sfx[/quote] More huzzah! No more ear bleeding. [quote]Units get a -25% to attack and defense when they are in enemy lands[/quote] Will this penalty show up as an effect/spell on the units? And is that true in both enemy AI and unconquered region

357 Replies 611,649 Views