[quote who="Derek Paxton" reply="29" id="3359719"](and great to see JackArbiter back!)[/quote] Agreed! He rocks.
Lord Reliant
I've been playing a game with .92 and I can say it's release ready except for some bugs, grammar and tweaks. Are there some improvements and bugs to squish? You bet. But it hits the mark for release-ready. The biggest dings against Fallen Enchantress have been addressed (lack of fun with strategic combat, prone to easy abuse, lack of tie-in with cities, etc.). Can't wait for 1.0 and beyond!
Good find there!
Is it possible it gives the first one as a quick estimate and the second as an intentionally calculated one?
In the interim, is it worth modifying/removing the spell? Having a half-broken spell doesn't seem like a good idea for 1.0.
[quote who="parrottmath" reply="3" id="3359468"] Thanks. I did a check on your scenario quests the same way and didn't find any errors just for your piece of mind. What are the job requirements to work for Stardock?[/quote] Whatever they are, if you don't fit them, nobody can! Great work on helping the game be better in such practical ways. Having good Q&A is so critical to the success of software. The community as a whole helps a lot, but you take it one ste
Awesome, Derek! This should also help champions feel more champion-ish if they get sweet rewards for difficult tasks! That's what sets them apart from regular units and why they should be used.
Must not be taken into account by the unit placement AI. Setting it on the same level as an archer or spellcaster (which is what it is) seems like the right choice here.
1. Tarth have the weakness of- Rebels: +10% unrest Kulan has the weakness of- Cruel: +5 unrest in all cities, +1 Physical Attack Bonus Is there a difference between +10% unrest and +5 unrest in all cities? If not, they should both use the % sign or neither should. Also, the phrase "Physical Attack Bonus" should only have "Attack" capitalized. 2. Kraxis' bonus of Defensive has percentage bonuses. Should it be +10 per level or +10% per level?<
Parrottmath, I know you're always busy working on some sweet improvement to LH. Any chance you'd be willing to examine the item drops for re-balancing? I'm sure it would help Derek and Co. out. Sure seems like you shouldn't get 16 gildar for killing a Dragon!
Isn't that nice that the AI learned to share? Wow. That doesn't seem right.
This is with an all-new game right? Not an old save?
A penalty to Dodge is a great suggestion.
[quote who="Burress" reply="3" id="3358511"] I am just curious, do you guys use multiple champion armies? Do you use all your heroes?[/quote] When Fame was coming too easily, I'd just send them to various cities and park them out. Now I need them to help bolster my armies. I'd be really interested in seeing someone play through a game with 0 champion armies and see how it goes. Only use regular troops. Would be an interesting experiment.
This is an awesome thread. Thanks for putting in the time for the analysis. Love to seem more love to the Commander and Assassins, for sure.
The init penalties seem a bit severe. In addition to initiative, though, the other component to plate/chain is: *The need to burn a trait to use it *The metal/labor cost to equip/buy it Seems like initiative could come down a bit because of the other two restrictions (and even increase metal/labor if needed).
I play different styles of games each time depending on which faction (or custom one) I'm using, but I don't play to win. I play to maximize- research as much as I can, improve my buildings as much as I can, level my heroes as much as I can, defeat monsters as much as I can, etc. That is one of the wonderful things LH provides- a rich experience that can be VERY different each time you play it. Just because I maximize, though, doesn't mean I leave strategy out the
I think the leveling improved because of this change in .91: Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff) I agree that leveling is much better. Slower near the top, but not nearly as much and it feels like my heroes actually level when winning important battles.
Kind of ironic since they're both made by SD. Hopefully it's an easy fix!
Thanks for checking it out, Derek. Can you start the new scenario, defeat the fire shrill and reload the first item drop until it gives you a chain-related item? It didn't show up for me right at the beginning and would maybe help you with trying to replicate the failure case. If anyone else has an idea on the cause of the problem, chime in. Is anyone else seeing this?
This seems to be fixed in .91 (and probably earlier). I used it successfully in a game instead of causing the game to crash. My only feedback, though, is that it seems like I should be able to drag and drop icons from one side to the other. Instead, you double-click. Dragging and dropping is a bit more intuitive both for understanding and so you could place an army in a specific spot.
Good catch. Noticed this, too.
Found a couple other bugs tonight: Produce Research, Wealth, etc. are missing improvement changes- https://forums.elementalgame.com/444402 Blacksmith technology is linked to chain armor requirement text missing- https://forums.elementalgame.com/443491/page/1/
Building improvements show what the new city values will be when you build them. However, if you choose "Produce Growth" or "Produce Research" it doesn't show what the values will be. For instance, if I choose "Produce Research" and I'm producing +2 right now, it should go to +3, but I only see that the next turn afterwards. It needs to be highlighted in green like the buildings show. <img src="https://dl.dropboxusercontent.com/u/83946369/lh_91_buildings_show_value_improvement