DGB246

DGB246

Joined Member # 2466694
39 Posts 267 Replies 14,454 Reputation

@Sean I'll be sure to check out what you come up with but I don't really want a wholesale mod, just changes here and there. It's great what you're doing with your balance mod but I'm not sure if it's for me

14 Replies 8,531 Views

@Heavenfall I wasn't thinking about further items for spell discounts - the robes do that fine and I don't want to see free spells again. I do think the apprentice robes should be available in the store. Instead I was thinking of other boosts such as spell mastery/resistance, staffs that give initiative bonuses so you have wizardy alternatives to daggers. There's a whole bunch of things that can be done really

14 Replies 8,531 Views

OK when it's released I'll have a look at the modding tools to see if I can figure them out - if the tools are accessable enough I'll create some mage gear :)

14 Replies 8,531 Views

I've got no background in computer programming so I'm pretty clueless about how to do it? I'd be willing to give it a try but as someone with zero knowledge in this area I'm not even sure where to start

14 Replies 8,531 Views

I realise this is going to be low on the devs priority list and they're near enough feature locked at this point but I think that FE would benefit from some more mage gear equipment that becomes available in the magic tech tree, plus some special items that can be found in goodie huts and quests. We do have some mage gear already but I think it could be expanded alot further. I thought it would be good to start a thread on this to get some ideas together and hopefully the devs can squeeze

14 Replies 8,531 Views

Yeah I've seen it often too but it is one of the things that really irritates me about the game and I'm hoping it gets fixed at some point - The AI players would need to be trained to avoid building near big monster lairs too

29 Replies 29,753 Views

OK I have been continuing this game and sure enough I found a fell dragon and Verga had built 2 cities within 3 tiles of it's lair (one had expanded to within 2), plus an outpost within 2 tiles of it, plus a road running right past it too - dragon responds to this by .... doing nothing :( This is where I think the monster AI needs work - I think they should attack settlements and outposts within 3 tiles of their lairs, this should be viewed as within their hunting grounds - it fee

29 Replies 29,753 Views

This is actually 2 bugs Bug 1: If you have equipment that extends sight (such as a telescope) then quest locations can spawn in inaccessable positions behind the gates. This happened to me with the 2nd gate in the pit of lost voices - the quest location spawned next to the dragonlord and behind the locked gate Bug 2: The blurb states that all your troops run away in the final battle, except they didnt :) - they stuck around and helped me fight the

0 Replies 1,048 Views

Hi Sean would it be possible to separate this mod into smaller mods so that we can pick and mix the bits we want?

856 Replies 2,036,031 Views

@DS Raider I think part of the problem is the relative effectiveness of different early game spells. I find ridiculous is much more doable with regeneration and stoneskin i.e. building a tank. However it is much harder to play at that level using an empire as they don't have access to life magic and lose out more to attrition because of it. It's been ages since I've tried these settings with an empire but I know it's very tough. Trolls start off with 70 life 4 regen (?

29 Replies 29,753 Views

OK guys here's the summary of air magic: Air tier 1: Evade - 10 mana unit enchantment - target gains +15 dodge (+2 per air shard) Haste - 5 mana tactical spell - target gains +4 initiative (+2 per air shard) Air tier 2: Aura of grac

15 Replies 11,185 Views

Death Tier 1: Unfortunately wither has been nerfed several times now and the current spell is pretty weak - the attack penalty is so small now that it doesnt make much of a difference - Ceresa can make better use of it but it's no good without several death shards. The strategic version bypasses resistance checks which is nice but the effect is still very minor. Another thing to remember is that this has no effect on magic based damage so mage units are totally unaffected by this.

12 Replies 50,269 Views

Also in response to another poster, I'd like to point out that there are several mid-range monsters such as the trolls, ogres, and shrills (air & fire) - on the harder settings a troll has around 70 hps plus good regeneration - they are tough to take down in the early game. The air and fire shrills zap you in their first turn and sometimes there are 5 of them, thats alot of damage. I think maybe the wandering monster parties shoulc be much bigger on the harder settings - still

29 Replies 29,753 Views

Last night I started a new game on a small, balanced map set to ridiculous and dense monsters and it has already had a big impact on the game - I can see you have been doing alot of work here Brad so thankyou. So based on the few hours I played at night here are a few observations 1) 4 players (me as Carrodus, plus AI Relias, AI Kal-al-Kulan, AI Verga (edit)) - anyway Relias died in the first few turns so the monsters must have got him and I havent seen the other 2 players so I t

29 Replies 29,753 Views

Hi Brad, I find the monsters attack me, they'll even chase me for several tiles too but quite often I see them ignoring the AI - it seems less frequent than previous versions of the game but it still happens that I'll sometimes see the town next to the slags and they haven't eaten it. I'll turn monsters back up to dense and see how they behave in my next game - I've been playing on expert these past few games but I don't normally move next to them if they're too st

29 Replies 29,753 Views

I think the AI gets a free pass with regard to monsters. I've encountered the same thing with that gate. The real benefit of this spell is to farm xp - you get much more bang for your buck with this than destiny's insight - I wish it would spawn demons more quickly though

29 Replies 29,753 Views

Hi Firefly I'm not sure if I want essence to be more readily available but I think starting locations should balance it out as 2 mana starting locations are pretty strong. Maybe one essence sites should be a little more common and 2 essence sites should be rarer, I'm not sure. I think the main culprits for exponential increases are oracle and scrying pool so we should just make those harder to get IMO or balanced in some other way - they could always stick a crystal cost

40 Replies 100,338 Views

My personal view is that while Death magic does have some good stuff it is significantly weaker than Life magic overall. Also alot of it's good spells have been the nerfed over the betas whereas life magic has escaped this scrutiny for some unknown reason. 1 thing that needs to be pointed out is that to get real mileage out of death magic it needs multiple death shards and a caster with good spell mastery - Ceresa is able to use death magic well for these reasons and obviously she

12 Replies 50,269 Views

This thread is dedicated to death magic with regard to balance ideas in beta 5 - let's get a thread discussion going for each shard. So let's start with an overview of the death spells: Death 1: Beserk - 8 mana tactical spell - target unit gets a bonus to attack (+2 and +1 per death shard) but loses 1 hp eac

12 Replies 50,269 Views

Battlecry - feels overcosted to me, 72 mana is alot to pay (plus casting time) and I can think of many other tactical spells I'd choose instead over this Glyph of life - not bad if you're on the defensive, I can see this having merit in the harder settings where city defences become more important Mantle of oceans - this right here is another illustration of why Life feels OP relative to death, they get exclusive access to this amazing enchantment - I think this should

17 Replies 12,077 Views