Still the case in 1.004.
Gaunathor
Still the case in 1.004.
Still the case in 1.004.
Still the case in 1.004.
Still the case in 1.004.
That is strange. I had no trouble with the quest. Did you kill all the soldiers with your hero-stack? Did you move the heroes onto the tiles with the granaries after killing the soldiers? Maybe you should upload the savegame, too, so the devs can have a look at it. Beyond that, I'm not sure what else you could do.
[quote who="Glazunov1" reply="2" id="3267802"]We really need a change to the Ophidian descriptive text. Something along the lines of "They are immune to all spells, but not special abilities."[/quote] The phrase "Immune to Magic" already implies this. However, the problem lies in the fact that certain special abilities look/sound like spells. Coal Stones and Despair, for example, are special abilities and not spells like you would think.
It is a special ability not a spell, so Magic Immunity doesn't apply. It still does only half damage, though, if it fails the Spell Resistance check.
This really needs to get fixed. It was one of the first bugs I reported back in May and it is still in. Just increasing the internal value for the spell duration by 1 would solve it.
I think I found out why. The Training Yard uses 1 for both the Accuracy bonus and the Training Discount. It should be changed to 2 for the Discount.
[quote who="DeadlyJulia" reply="121" id="3267734"]Also, provide high boni for being within you own borders (movement points, defense + attack boni, lower mana costs etc.).[/quote] You can upgrade your Outposts to provide those bonuses. The upgrades need to be unlocked by research first, but they can provide a big boost.
Works fine for me. Just tested it in a fight against three Darklings. Cast Shadowbolt against one (starting mana: 84, casting cost: 18, mana after the kill: 69), and killed another in melee (mana after the kill: 72). The last Darkling was killed by my champion. Edit: Hold on. You're using the 1.01 beta. I'm still on 1.00, so this might actually not be the case anymore. Edit 2: I installed the beta version and tested it again. OP is correct. The +3 Mana per Kill is no l
[quote who="Glazunov1" reply="113" id="3267568"]This will give a reasonable and welcome boost to Pariden players throughout the known universe.[/quote] No, it won't. Inefficient only has an effect on the city Procipinee is stationed in. If you don't station her in a city, Inefficient won't do anything. Weak, however, always has an effect. While I think, that this change is thematically correct, it constitutes as a nerf for her. She already lost Attunement and the A
[quote who="DsRaider" reply="1" id="3267621"]I was wondering what was going on with bows. This is good to know.[/quote] It is not without some serious flaws. I updated the OP with my new findings.
I'm not sure if it is known, but there is a way to limit the range of bows and other ranged weapons. For all who don't know, the bows in the game have a range entry, but it doesn't seem to do anything. However, if you use certain special abilities, like Double Strike for example, the attack range of bows suddenly get limited to the amount in the entry. That is happening, because those abilities have a line of code that forces the game to use the weapon's range. The sam
[quote who="seanw3" reply="73" id="3267284"]Don't be fooled by Stealth. The trait has no game modifier. It does nothing. It's a scandal no one is willing to talk about. [/quote] I'm looking at Stealth right now, and it has a game modifier. Are you perhaps confusing it with the Stealthy trait?
[quote who="Das123" reply="20" id="3267262"]I think when the parties and groups were balanced the top limit went from 9 to 5 (something I feel is good for the game).[/quote] The top limit is 7 now, but the Undying Curse trait has been limited to a max of 5.
[quote who="SBFMadDjinn" reply="21" id="3267219"]How do you direct where a building will go when you try to build it? I've seen it mentioned a few times, but haven't figured it out in game.[/quote] Go into the Advanced Options and activate Manual Improvement Placement.
Great work! [e digicons]k1[/e] This should really help all the new players. However, I found one little error: [quote who="Tuidjy" reply="1" id="3266120"]the mill reduces construction costs by 30% .[/quote] The mill reduces construction cost by 20% . The labor guild (one per faction/kingdom-only) does it by 30%.
That is strange then. In my case, Mantle of Fire always did at least some damage, even if it was just 1 or 2. Did you check the combat log at the end of the battle? It should be listed there, if Mantle of Fire did anything.
[quote who="Rath3130" reply="23" id="3267169"]Though for your champions (a Governor as an example) only have buildings that give a small chance to gain I believe it was 1xp per season?[/quote] The 25% chance does not work. The Adventurer's Guild always grants 1 XP per turn.
It works fine for me. Maybe your enemies had Fire Resistance/Immunity?
...and the Arena. Damn it. Clicked "quote" again, instead of "edit". [e digicons]>:([/e]
[quote who="Lord Xia" reply="20" id="3267139"]There is a building already I thought that gave trained units experience? Am I wrong?[/quote] No, you're not. There are several actually. The War College (Kingdom) and Warrior Temple (Empire), for example.
[quote who="Chibiabos" reply="12" id="3266612"]Dragons, Drakes and Slags are invalid targets, the game won't let you cast Tame on them (at least not the spell, not sure if the collar would be any different).[/quote] The collar works the same way as the spell, so it wouldn't be any different.