I like the idea of every tile moved by a champion having a very small chance of triggering the generation of an appropriately leveled quest nearby. A faction trait perhaps.[/quote] There is the wanderlust trait, which lets you buy quest maps in the store. Plus it would be great if each hero in the game could occasionally spawn a quest for you: Pasted from https://forums.elementa
NaytchSG
Every time I don't attack the would-be mages, he pops up again with the same riddle and same amulet of laziness. I have one for each hero now! Then the quest spot respawns elsewhere on the map. Maybe this time i will attack. To echo Wizard1200: no slings or crossbows? or will I be able to make them in the Workshop? Multi-level quests and more loot drops (especially when conquering enemy heros and sovs) would be awesome!
I had opposite experience and posted before I saw your post, lol. link: https://forums.elementalgame.com/432398 As long as you don't have a drum circle in your attic, you should be OK... Damn hippies!
I have encountered missing portraits in monster messages: "It has shinies..." and hero and sov character screens. Also newly explored lairs and tiles have annoying slow fill-in times (esp. ogre lairs for some reason). Invisible cities though that is neat enough to almost be a feature :)
So I "meet" Ceresa via her splash screen even though I don't see a unit of hers on the map. It happens. So we talk via diplomacy screen and do a very low level tech trade... She is weaker than me so we are "close". A few turns later, I am exploring to my south and come across a fifth level kingdom hero I am 5 turns of research away from being able to recruit. A turn after that here comes Ceresa and a few of her minions. First time around I leave he
I posted this in the 0.98 beta post but I will put it here to agree with Joasoze... begin paste/ Since some of you mentioned Summons. The whole summoner class is woefully weak... one of each type? For a mere channeler, sure. A Summoner has the mental fortitude and physical stamina to bend a multitude of fantastic beasts to his will It would be better if Summon II, III, IV, V meant that your Summoner could cast that number of creatures either ta
Since some of you mentioned Summons. The whole summoner class is woefully weak... one of each type? For a mere channeler, sure. A Summoner has the mental fortitude and physical stamina to bend a multitude of fantastic beasts to his will It would be better if Summon II, III, IV, V meant that your Summoner could cast that number of creatures either tactically or strategically. An army of 5 fire elementals would be expensive but very cool.
World events... awesome! The above event popped up and I said yes! I've got four things i want to equip on my sov and and my hero. But i couldn't equip more than 3. I tried unequipping all misc items and starting again, still no good. Tried trading between them, nope. I did not stop playing and try a restart as I was having a lot of fun anyway. As an aside, shouldn't the magic weight reducing backpack count as a +
The awesome bite ability is what made me start to appreciate the initiative timer on the left of the tactical battle screen... when my wolf had two moves in between a monster's actions, that was the time to hit and run...
No worries mbdenton! Glad you got it running.
If I may also suggest cleaning out the saved games, units and sovs from earlier games in your: C:\Documents\My Games\FallenEnchantress\Units C:\Documents\My Games\FallenEnchantress\Saves That worked for me. (As well as the Screens deletion from Derek) Previously I would click on a Sov under new game, hit Next and then crash. Good luck!
Nice idea, Ins! Anything to make the heroes/sovs play more unique roles!
Helpful AAR, and I like how you checked the AI's progress throughout. +1 2
Good ideas... you or an AI could propose a small toll (10-20 gildar) to grant a passage, could scale with army size, giving a reflection of a military force's strain on a local area.
We need flying mounts as well as either a quest reward or an expensive tech that only shows up randomly and down both air magic and warfare lines.
Good ideas! I always find it tedious how the opponent sov and\or heroes wind up reviving in the next nearest city to the one I just conquered. It would be better if they revived in a city far from enemy troops (if possible) so I am not flame darting their sorry 3-5 hp butts back to the next nearest city. There are a lot of fun things to try with sov\hero deaths: If there was a golem master trait: let my sov's spirit
Will there be support for a quest/faction/mod/global event library like GC2? Can we attach quests to a particular hero or to having a certain hero in our retinue and then meeting a certain faction trigger a quest with interesting consequences? (war for stealing Helen of Troy) and ideas like these? https://forums.elementalgame.com/405814
[quote who="BewareTheBarnacleGoose" reply="8" id="3174243"]On the champion-magic issue: Can we also have champions with better back-stories? I know you mostly only look at them once, and a few of them are good, but most of the backgrounds boil down to "I fight for money", or "I like to kill good/bad/any things". To me, the come off as average schmucks, and the fact that these guys have magic further dilutes it for your sovereign. As others have said, it's incongr
Stealth units both strategic and tactical, more spells, randomized spell option at start up to make attaining a spell rank more exciting and to encourage spell trading along with that awesome item auction/global item marketplace idea that Satrhan mentioned in the beta 4 post comments: <a hre
I love the removal of upkeep for City Spells, the essence resource is great. A few random thoughts on magic and overland spells: I would suggest offensive strategic map spells that pierce another player's territory require several turns of spell casting to allow a player to first detect the casting and then perhaps counter it if the proper research or quests or buildings have given you the necessary spell(s). Your ability to suss out the identity of t
Actually for me it was my sov casting shrink on the juggernaut. Don't have the mace. Display showed an attack of zero. Growth seemed to work fine on Othollo in the same battle.
I cast shrink on an escaped juggernaut and his attack became zero. When it was his turn he just stood there for a moment and then passed his turn. That has been consistent between saves for me.
I have had the issue when trying to engage an enemy army or creature on the strategic map... the cursor shows crossed swords as I hover over what I think to be the move that will cause me to engage, but the faint highlight square is adjacent to where I want my army to actually go and attack. Meaning I "miss" my attack and move adjacent to the enemy...
I was thinking along the same lines in regard to starting city quality. The splash screen says you've been searching for years... so give us a city spot that will let your main city get to level 5 regardless of starting spot. That will be good for the turtler strategy. Let the capital city be a prize any vassal sovereign brings with them... as well as a random chance for 2-3 techs or access to that races special weapon or armor type. It would be great if unit t
In my current game, I was outpost spammed by Altair and actually flipped a water shard and wiped out all of the outpost's ZOC when my single city built a town hall. Later, an Asok Knights has come to me the same way off of Pariden. So it goes by level of prestige perhaps? Verga had just surrenderd to me and his prestige was added to mine. Now, if the Asok Knights weren't so damned high on the tech tree, they might be useful...