I actually find the Zzz next to inactive cities to be an effective but subtle reminder. I can certainly see that it would be nice to have a pop-to-inactive-city option, I wouldn't want it to be the default behavior. I hate it when games pop me around.
Spitz
If heal is cast on a group of archers, they immediately do their attack animation directed at an enemy unit, but no damage is done.
If one of your units is standing next to an enemy unit and you command them to move to another square adjacent to an enemy unit, they will then autoattack that unit, ending their turn, rather than letting you select another action, such as casting a spell, after moving.
I'd propose that fighting a tactical battle on a shard tile be a special experience. There are several things I'd like to see, but I'll put the most important first: As the repositories of all magic on Elemental, the shards should have significant magical effects on battles being fought in their squares. These effects should be amplified for the owner of a shard when a structure has been constructed to channel its power. Death shards: Universa
Perhaps I just haven't researched to the right point or picked the right sov, but I haven't yet seen a spell to dispell positive buffs cast by your opponent on his own units. If it really doesn't exist, I'd suggest that it would be useful to have both a dispell and mass dispell. Units would have a chance to resist your dispelling of their buff just like any other resistance test against a hostile spell.
Since patch .77, the defend effect now wants you to target it, displaying an area of effect targeting grid like the one for Blizzard. If you click on the casting unit reapeatedly, it will eventually cast after a longish pause. The effect does not appear to consistently wear off with the unit's next movement.
In tactical battles, Magnar will cast obscuring fog repeatedly, despite the fact that the benefit neither wears off nor stacks.
Units summoned after the casting of obscuring fog do not receive its benefits and the unit card does not show the spell as an effect on the unit. Despite this, units summoned after the casting of obscuring fog have the obscuring fog magic effect appear around them.
This may not be a helpful crash report. I'm not sure the crash generated a crash log since the most recent .zip file doesn't seem to have the right timestamp for when I experienced the crash. The crash occurred after I had ordered a stack to attack, but they couldn't reach their target that turn. I hit the end turn button and the research and battle dialogues popped up at the same time. I chose manual battle. The battle went normally, but once it was over the the loot distributed,
I agree that the heroes feel a bit generic once you've recruited them. I think it would help if heroes started with more unique abilities that are closely tied to their backstory. It would also help if the leveling system were more dependent upon a hero's original starting abilities, rather than pulling abilities at random out of a digital hat at each level-up. Particularly the highest level champions that require much research to recruit should come with some unique abilities
I like this idea.
Dynasties were a cool idea, but ultimately didn't really fit in well with the rest of the game. I'd rather see them cut and tuning/polishing/added content work put into other areas of the game.
[quote who="Lord Xia" reply="4" id="3067576"]They would need some protection after leaving. If they go turncoat or leave, and they just get moved right next to the army they were in, they will just be promptly murdered by the player. [/quote] Not necessarily. A battle where you've lost a hero is likely to have winnowed your army quite a bit. Also, if it's a hero you've leveled a bit, you may prefer to pay the premium to get them back. A fun implicatio
I'd like to see hero desertion as an added rare risk when they fall in battle. Something along the lines of, if a hero falls there is: 10% chance of no wound (Tis a scratch) 70% chance of minor wound as implemented 15% chance of hero deserting and becoming an independent neutral that you have to hire again or kill 5% chance of hero dying Modifiers of this risk could be new hero traits. A disloyal/cowardly hero would have a 25% c
Although I like the zoom function for building placement, I seem to be having frequent issues with the camera not returning to default setting once I've placed the building. Now, I know I can readjust the camera manually, I'm just wondering if this is a bug and if anyone else has had the same problem.
I like the mana system as-is, I just think spell costs and % mana cost reduction skills need some balancing.
Agreed, but I think every shard should be guarded. The fight to take the node was one of my favorite aspects of MoM.
I agree with Xia's sentiment and giving neutral champions an army would be one interesting solution. I'd actually like to see champions not locked to faction. I don't see any good gameplay advantage to having champions locked to a faction. It would be far more interesting to implement a system that checks for affinity (race, alignment, maybe might vs. magic) between the champion and the sovereign trying to hire them and bases their price on a combination of the potential c
I would prefer not to have this option. It would break immersion and take all the risk out of tactical decisions.
I like the current system in my play thus far.
I prefer zoom on, but find placing the buildings rather a pain and would rather have them autoplaced.
A patrol command to allow your units to walk a patrol route to watch for invaders would be very useful. At a minimum, perhaps a patrol route you could between outposts and cities?
How do you release or cancel an enchantment on a city or unit that you don't want to pay maintenance mana upkeep on anymore?
It will happen automatically, I believe. That's why the beta requires an internet connection when the final doesn't. The exception would be that Frogboy occasionally posts his current version on weekends or something. Those you have to DL and install for yourself.
Outposts strike me as the "guardian spirits" of FE. It might be nice to be able to research a few possible upgrades that you can then pay for to make them more defensible (sight range, perhaps a hedge wall for defenders), but they should remain very simple structures as they are now. I don't want to see them take on city-like characteristics. I don't like the idea of making them capturable; I think you should have to build your own.