I'm hopeful that LH will hit one more public beta prior to release since there are still 2 weeks yet. Derek went through a flurry of patching/fixing a few iterations ago, which was awesome. Would love to see that again as people (myself included) continue to find some additional bugs, crashes, and balancing that would really help a 1.0 release. Even if a public beta doesn't happen prior to release, I'm confident SD will keep their awesome work up that they've started.
Lord Reliant
The brilliant design Derek has created with buildings is that the real costs to building a building is the opportunity cost it creates, like Ipisko mentions. If you build a building, you can't build troops. Also, there tend to be multiple things you can build at a given time. You're forced to make tough choices: *Should I increase my mana per turn by building on a shard? *Should I increase my income per turn by building a Merchant? *Should I build a pioneer to
Seems pretty reasonable. If you've destroyed/assimilated another faction, that should be fame-worthy.
I really hope this is fixed in the next patch (hopefully soon!). I'd also through the troop management screen into there as well. Every time I try to use it- CRASH!
[quote who="OliverFA_306" reply="168" id="3354673"]Perhaps you will be interested to know that you can remove the heroes split very easily. That's what I've done as I am against some units splitting XP and some units not splitting XP. I thougt about making all troops split XP but that would require a balancing work so I went the easy way.[/quote] Could you post how you did it, in this thread or another? It would be interesting to experiment and not only see how it changes the
[quote who="jwallstone" reply="152" id="3354405"]I'd like to point out another weird aspect of XP splitting. The XP your troops get is dependent on the XP your heroes get, so having 2 heroes in a stack actually halves the XP each of your troops get as well. Troops don't split XP, but they are affected by XP split. It's completely unintuitive and nonsensical.[/quote] What?! Wow. If that's the case, that's really bad news. It is a bit strange that you can add in as m
[quote who="sweatyboatman" reply="10" id="3354364"]I guess, encumbrance trolls are the new dynasty trolls.[/quote] That really is a low blow. Calling people trolls won't help the conversation.
While I'm in favor of reducing/eliminating the XP split with armies of more than one champion, one major issue is that the UI REALLY needs to convey this to the user. In the current state, it's not obvious how XP is divided (or that it is happening at all). Grouping the champions together and showing the XP coming out of one pool for the two (or more) of them seems like a good way to convey this.
[quote who="DsRaider" reply="1" id="3354339"]If you accept tribute you can't attack the giver for awhile.[/quote] Really? Does it say that somewhere when they give money? If so, how long does that last? I think it's a good idea, but the game mechanic behind it needs to be apparent.
[quote who="AeonSkyBlue" reply="3" id="3354325"] The XP disparity between monsters and AI forces the following game-play: Keep peace with AI while one army of doom roams the map hunting monsters. When bored turn on AI and raze city after city till bored again then cast spell of making.[/quote] I think you just described my most recent game! I don't mind that monsters give more XP, but for the challenge of fighting huge AI armies versus killing a cave
This topic hits on two great points: 1. Whether or not the bonuses are cumulative is confusing in its current state, further compounded by how they're displayed on a given unit since only the highest trait is displayed. 2. The different trees require you to follow them down too far, while also having quite a few bad options to choose from. It certainly seems that specializing a hero in one area is the intent here. I don't mind that, but you feel so restricted and somet
Also, don't forget to build outposts. I had usually ignored them, but they're critical to doing well in the game for a few reasons: 1. They give you access to resources to help your empire without adding unrest, as well as adding a Zone of Control (preventing the AI from taking the area initially). 2. Once you research the appropriate technology, a road will be built to that outpost, which makes it very handy for moving troops around. 3. Outposts (with the prop
I'm personally very happy they took out encumbrance. It was an unnecessary mechanic to accomplish restrictions that could be achieved in other ways. Now, some of the nerfing of other things may need to be reviewed, but there are still a few weeks left prior to release. I'm continually amazed at Derek's ability to identify weak points in the game and make them better. He'll continue to do that.
Same thing is true of other consumable items, like the Beast Collar. Not sure on healing items, though I imagine they're prone to this as well. I've had to auto-resolve a lot of combats and reload because of this one. You should be able to cancel out and still retain the item.
Keep us posted on how t goes, parrottmath.
I mentioned this bug previously as well. I like the army management screen, but not when using it causes it to crash. Hopefully it's fixed in the next release.
Well, the current Quest screen only shows one champ/sov there. Maybe this is the side-effect of that? I can understand that maybe quest XP is only supposed to be assigned to your heroes instead of units, but if you have a stack with multiple that help complete it, each should receive the bonuses, too, or have it split between them.
The slow animation issue was present in .85, too. Agreed that bows seem underpowered. With their slow initiative and the general bent toward units defending more often now, the regular bowman unit isn't a huge benefit.
Strange. I have a Radeon 7770 and it displays fine (which is just a lower version of your 7850 to a certain degree). Is it possible you're running some other software that may be interfering? For instance, either FRAPs or some other video capture? Or do you use Window Blinds or other Stardock software? I could see either of those causing a conflict.
Interesting. I wonder what in there might rounding. I don't think your traits used any % increases, did they? It would also be interesting to create a unit of that type and check the overview attack # of the entire stack to what it shows individually and then also via the tooltip.
Bummer! Was hoping these were fixed in .87, but not surprising since it wasn't on the fix list. Hopefully in .90 (or whatever is next).
I've seen this before, too. It's like the items don't render together as a group properly.
More info on this: Thankfully I was able to complete the battle just fine (I was concerned it would think that unit existed, so it wouldn't let me finish). I could even move through that square (I can't remember if I tried occupying it or not. Sounds like an edge case that only affects the display, though I do wonder if there might be other implications that would cause battle problems.
How much does Dispel cost to cast? If both were reasonably high in casting cost, it wouldn't be something you could spam over and over.
Must be calculating the hero's party differently somehow. Should be the same, though. Would be interesting to see if the presence of a hero affects this or not.