Spitz

Spitz

Joined Member # 2436861
83 Posts 208 Replies 707 Reputation

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.

1 Replies 3,403 Views

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

0 Replies 1,605 Views

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.

1 Replies 1,721 Views

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.

6 Replies 3,329 Views

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,

0 Replies 1,231 Views

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

17 Replies 15,629 Views

[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

9 Replies 3,153 Views

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

9 Replies 3,153 Views

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.

64 Replies 72,940 Views

I like the mana system as-is, I just think spell costs and % mana cost reduction skills need some balancing.

77 Replies 173,024 Views
Reply to Enemy Champions in FE Beta

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

41 Replies 32,387 Views

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?

0 Replies 4,135 Views

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?

2 Replies 1,778 Views

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.

3 Replies 6,737 Views

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.

61 Replies 126,168 Views