I tested this again tonight with .91. I'm not sure why/how, but I think knowing the Blacksmithing technology is at fault here. I obtained a chain hood in my game and couldn't use it (the tooltip requirement didn't appear). However, after I researched Blacksmithing, it started to show up. Does that make any sense why?
Lord Reliant
Great job, Chibiabos !
[quote who="Derek Paxton" reply="2" id="3358034"]Parrottmath, now you owe me a new keyboard. This one has coke all over it. [/quote] Uh oh. Now you've got a scape goat for the grammar mistakes! We need JackArbiter to come back and do a grammar check like he did before. That guy was seriously awesome at this. Stardock- I sent him a message through
[quote who="Kestral2040" reply="11" id="3357907"]My assassin in my scenario game uses rain of arrows to AoE crit dudes for like 50+...[/quote] So that's one of the primary issues- it's really dependent on getting a good bow. Would it be possible to have more/better bows for purchase? That would reduce the dependency on random drops. Even if each Assassin got a special skill right off like Evicerate, that would make them more competitive (or double-strike).
Seems like Blind should also cause a penalty to Dodge. -25% is not severe enough of a penalty right now. Stoneskin's bonus doesn't scale well and really doesn't help that much in early game, either. Having a slightly higher base value and bonus per Earth shard seems better.
[quote who="Chibiabos" reply="5" id="3357959"] Yes, it is tricky to document ... you don't realize the game gave an incorrect estimate for how far a unit can move until after it moved, at which point it is too late to take a screenshot of how far it had estimated you could move before you actually moved.[/quote] Good point. I'd love the ability to easily setup scenarios to test stuff, but as it stands now I'd either need to get heavily into modding (which cou
Do you know at what point this becomes a problem? As in, is there a certain distance that causes it? Or perhaps not calculating terrain properly? A screenshot or two of that would help.
Does the beast's heart show up as an improvement in the city? In general, it's hard to know how a city improves the troops it creates. Is there somewhere that lists these improvements concisely other than needing to tooltip the buildings built?
How about a bit of love for Stoneskin and Aura of Grace? They scale, but really slowly and don't seem like they've moved up with some of the other tweaking to spells.
I don't have a problem that this exists, but the crummy part is not being able to track/tell how the mechanic works.
[quote who="Anelyn" reply="17" id="3357544"] A game combat turn passes when every single unit played an action.[/quote] Wow. That's kind of crummy, especially since it's hard to keep track of when each unit has completed a turn. If it's that important, it should have a divider and/or notice when it changes to another round. A simple counter in the corner would seem to suffice.
[quote who="Derek Paxton" reply="8" id="3357532"] Yesterday Toby ran into this: http://screencast.com/t/1zEUyKlA That's a warg riding, level 4, champion, path of the mage, pioneer fully outfitted with armor and weapons. You haven't lived until a Quendar pioneer has walked into your lands and beat up your soldiers. I'm still curious to find out if the pioneer would have settled a town if he would have been reborn in it or permanently died.[/quote]<
Maybe some of the higher bows should be moved from ultra rare to uncommon-ish?
Any chance you can change some of the wording on traits discussed here?
[quote who="Azunai_" reply="2" id="3357358"]i'm specifically thinking of a mechanic that moves the damage variation (the range from min-max damage) closer to the predicted max damage if accuracy is higher than required.[/quote] That would be great! Now that champions have a buff to accuracy right from the beginning from the .90 patch: Increased base champion accuracy from 75 to 80 it's not as beneficial to keep getting a boost when it's already high. If the
After playing a rather high level assassin (level 12) a few weeks back, I'd agree. I was kind of underwhelmed. Rain of arrows was pretty sweet, but the sheer low DPS really made the hero ho-hum. Seems like a bit more buffing of existing bows and/or new bows would fix that. Instead, if I had specialized as a Mage, I would have been totally destroying my opponents with Fireballs and other dangerous stuff. I had to settle for small amounts of damage (with a bit of luck thrown in). A group of
It's so cool to see how this has progressed. It's still a bit of an art identifying magic combos of crashes (driver, game version, windows version, GPU model, etc.), but having the reports in a format you can use to read through them has got to help greatly. Certainly saves so much from having to report on them in the forums, too. The devs really have been maturing the game engine in some cool ways!
I'm assuming this is a bug, but perhaps it's by design?
[quote who="Emperorjarin" reply="8" id="3356754"] Quoting Publius of NV, reply 4 The main time I see it is when holding control and trying to click to select multiple units in cities. Cursor tremble so bad it's almost impossible to click on the units. Like Darxim, I use shift, but this is also the only time I notice any cursor issues. It's been around forever, I've kind of just accepted it. I would hope that if it was able to be fixed
I wonder if it's only the .90 scenario tactical maps that need to be fixed or if it's happening on random maps, too. I suspect it's a result of some of the cleanup of these that was done a while back but didn't happen on the scenario, too.
I've said it before, but generally it would be good to have the option to minimize/delay/dismiss most notifications like getting a new hero because of Fame, upgrading a city or hero, Research, etc. Having the chance to act on events later gives you more control and removes some of the timing bugs present now. I'm sure the .91 XP increases will help a bit with leveling heroes to make them more heroic, but <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl06__LinkUser" cl
The UI really was designed for a small resolution back in the day and never got updated. I was hoping this was going to be one of the UI updates mentioned, but more of that has been graphical improvements (which are quite nice), but not really much of the Interface part. While we're at it, the size of icons on the strategic map, such as unit selection and hero inventories could stand a boost as well. I'd love to see some scaling and/or size adjusting being an option.
I can see the screenshot from Reply #7, so it's working now. Interesting you saw 2 off the map that time!
[quote who="Necaradan666" reply="6" id="3356596"] Or you could have a 'wait' button that doesn't increase defence but puts the unit higher on the turn list[/quote] That would be a nice tactical option. Heroes of Might and Magic had it and I used it pretty often, especially when you had units that you couldn't move at the time, but it would only use up half of their turn (or so).
[quote who="GFireflyE" reply="18" id="3356552"] quoting post*** Unreleased *** Higher level monsters now give more xp to keep leveling from slowing down at higher levels (if you are killing higher level stuff) Take care with this one... I obtained one of them beast collars and took over a Albino Rock spider (strong) with my level 2 hero. Pow! 3 level ups (and the spider) Made for a very OP start.[/quote] Doesn't seem right t