I know a major UI revamp is in the works before release, but I'd like to mention a couple things I've noticed which definitely need to change. In the city UI, if you click on the building or training tabs, rather than the action tab, and then press the button to get the list of new things to train or build, you can't actually select to start a new building or start training a new character. The city HUD still gives you all the info about how many resources a city supplies, whi
Spitz
I'd really like to be able to post from my iPod touch, as well.
Yes, intelligence and wisdom would both also work here. I used essence so that non-sovereign spellcasters would initially be limited to the one-spell-per-tactical turn goal that Frogboy wanted, while still allowing sovereigns to be magical terrors on the battlefield. Also, the initial value I used for newly-imbued hero essence was wrong. It should be 3. Edited to reflect the correct beta 4 value.
The mana and life bar around the portraits at the bottom of the screen do not decrease appropriately when a characters casts or is hit; they only update at the end of your tactical turn. Enemy infocards, if there are multiple bandits in a group, don't seem to update correctly. They don't update when hit, only at the end of the turn, and sometimes the infocard isn't different for different examples of the same bandit. So if you hit one bandit, the infocard for all of them shows a chang
[quote who="Frogboy" reply="30" id="2701327"]Spells a Casting Time? Definitely something we can look at but it'll be a post release update. Not enough time to implement and balance.[/quote] I have an idea for a simple casting-time dynamic that I hope might be useful.
Frogboy posted that one of the things he wanted to rid the game of before release was the ability of casters to cast more than once per turn. Several reply posts encouraged him to consider adding casting times to spells to make this a more nuanced limitation. He replied that this idea was intriguing, but not possible to add and balance before release. I'd like to present an idea that limits the number of casts per turn in the way F
[quote quoting="post"] I think it’s pretty well known I don’t like Beta 4. I’m not a troll. I’m the designer. I’ll bullet point my gripes: Casters should not get to cast spells more than 1 per turn. [/quote] I'd like to campaign for a modification of that view to: "Casters should not be able to cast some spells more than 1 per turn." I've posted before in the tactical combat thread that I think casting time would be a great w
I reported the same problem previously. My savegame is in my post , if it helps.
I share your concerns, but. . . since the game is now irreversibly committed to the release date, the most productive use of our time, typing, thought and effort at this point is to help make the game better through suggestions, constructive feedback and bughunting.
In the mundane research screen, we're provided with an estimate of how long it will take to reach the next level of research. A similar indicator when picking spells to learn from the spellbook would be useful.
Crashes upon exiting game from main menu. Dropbox of crash zip file.
Not fixed in beta 4.
I'm curious whether some of the lore in the sample will be present in the game as well. Kul-al-Kulan and his people are suggested to be capable of flight. Will there be a flight-capable faction in the release version? Warlord Verga's people are said to be nomadic, not city-dwellers. A non-city-based faction would be awesome, although I imagine it would take some very creative balancing; is it another major change planned down the road?
Crashed to desktop at end of tactical battle. It was my first tactical battle with the dragon on my side, but I'm not sure that was relevant. Dropbox
[quote who="kyogre12" reply="130" id="2693332"] Quoting NullAshton, reply 127One request: I want the ability to stick champions and my sovereign on powerful creatures like gryphons and dragons. Sauron got a dragon to ride into battle on. Why can't we have one? Quoting Dekent, reply 128Because there are no flying units now I hope this is one of the things patched in/expanded on later. Say what? When did Sauro
I also crashed at the same point. Dropbox
Yes, because all the UI information like unit alignment, special locations, etc. is available at a glance on the cloth map. Those things are pretty hard to discern on the 3d map.
We've had a bunch of invaluable and carefully considered threads with great suggestions for how to improve the game. What I'd like to hear are everyone's crazy ideas. What's the one thing you've always wanted to see in a game like this, but haven't bothered to mention because you think it's too difficult/too crazy/too time consuming/too imbalanced to ever be used? Now, most likely you'll be right, but let's entertain one another with "what ifs" while waiting for the next beta version.
[quote who="SoonerToucan" reply="21" id="2692711"]Shame on you frogboy. It is a slippery slope. First Enya, next thing you know you are using emoticons and getting manicures.[/quote] And then one day you wake up and realize you've been playing Farmville.
I listen to Enya all the time when I do surgery. It's great background music for complex tasks. Can't say I listen to her otherwise, though.
[quote who="VR_IronMana" reply="263" id="2692513"] Lightning? Metal protects against lightning? Being grounded protects against lightning (give the electricity a path to the ground instead of through you) - but I would think if someone was wearing plate armor and got struck by lightning, they'd not be "protected" any more than a golfer getting struck on the club is protected from the lightning.[/quote] It's that you're inside a conductive shell. B
[quote who="Peace Phoenix" reply="259" id="2692431"] Ah, but there's nothing like wearing a full set of conductive plate when hit by lightning, though, is there? Well, if it is a full set of conductive plate, it could behave like a Farady's cage, in which case you may be safe [/quote] I was wondering if someone was going to bust me on that. Yeah, if all the plates were linked and grounded, you probably would be safer. I wonder how much heating you'd get in a steel suit
[quote who="shadowtongue" reply="256" id="2692363"] Quoting Koalab, reply 255 Quoting Spitz, reply 254 Quoting Frogboy, reply 249 In Beta 3C, spells go right through armor which was a bug that was fixed. I would eventually love to have magic mitigated by magical resistance, rather than mundane armor. I agree.... How would armor stop a lightning bolt or a fireball Um... Really?
[quote who="Frogboy" reply="249" id="2692142"] In Beta 3C, spells go right through armor which was a bug that was fixed.[/quote] I would eventually love to have magic mitigated by magical resistance, rather than mundane armor.
[quote who="Frogboy" reply="13" id="2692068"] With regard to the at risk tiles, the issue I see there is that it could get very VERY frustrating for new users to find their cities destroyed by bandits and such. The challenge with having some other penalty for growing the city is that you would need to really communicate the penalty to the player, provide a rationale for it that the user can buy into, and have it be fun. [/quote] A frequent request I've