The description still claims, that the Barracks grants a bonus to Initiative (despite it no longer being the case), but doesn't mention the bonus to Accuracy.
Gaunathor
[quote who="cardinaldirection" reply="6" id="3233812"]I can confirm that the icon for the workshop in Farcross does indeed disappear after being constructed, but the workshop in Keeran's Hold is as it should be.[/quote] Thanks for confirming it. [e digicons]:thumbsup:[/e] The Workshop in Keeran's Hold is being upgraded to a Mason, so the icon is already replaced. Canceling the upgrade will revert it back to a Workshop and the icon is again gone from the Clothmap.
Agreed. The value for Cold Resistance, however, isn't that necessary. Only Defenders have one trait, that can increase Cold Resistance.
[quote who="zhukodim" reply="39" id="3233804"]"City hubs provide production" - What does this mean? Anybody can easily be explained? My English is bad. I did not see a bonus to production during the growth of cities.[/quote] The "City Hub" is the center of your city. It didn't grant any bonus to production previously. Now it will.
I'm getting this screen right after defeating the Guardian Statues: [pic removed, because it is no longer needed] What dead? None of the prior descriptions mentioned anything about bodies. I have the impression, that part of the quest is missing.
[quote who="Kongdej" reply="7" id="3233793"]lol at the big black square Sincerely ~ Kongdej [/quote] That is the location of a former Resoln Air Altar. I already reported it as a bug.
They are still only shown as one Quarry, if you have multiple Clay Quarries directed to single city.
The description claims, that the Great Arena grants a +1 Prestige Bonus, but this is not the case.
The description claims, that the Research Bonus is faction-wide, but it is only for the city. Additionally, there is a typo in the description.
For some reason, the Dragon Statues are now missing their description.
Somehow, one Resoln's Crow Demons got stuck in the side of a cliff.
I have finally finished the Alchemy Lab and the same thing is happening with the Material Bonus, too. Here is the last savegame: Alchemy Lab . Edit: Removed pics and savegame, because they are no longer needed.
The AI is building outposts in my territory again: At least it immediately defected to my side after construction.
This is due to the order in which all players move. First the AI, then the human player. When you cast the spell, the AI has already made it's move for this turn. This means, that the spell has no effect in this turn, but it still counts against the duration of the spell. The next turn works as expected and the AI is free to go at the beginning of the third turn. In essence, you prevent the AI from moving for only one turn. There are two ways of fixing this. Rearranging the ord
Currently, the name "staff" is used for both melee and ranged combat versions. This can lead to some confusion, because it is not obvious at first glance which combat type will be used. It is pretty clear with a bow and a hammer. The former is a ranged weapon and the latter a melee one. Therefore, I suggest to rename the ranged combat version to "wand". This will allow you to tell at first glance, that it is a ranged weapon, even if it is one you have never seen before.
[quote who="bbr91" reply="1" id="3233671"] Added an icon for the Coal Stones spell Fallen Enchantress 0.981 Changelog[/quote] Thanks! I should have looked there first.
Skilled Bruiser needs level 7 and is uncommon. Master Bruiser is rare and needs level 9. Just like the others. What I don't understand about this is, that Bruiser needs Path of the Warrior and Marksman needs Path of the Assassin, while Swordsman has no Path requirement. I wonder what the reasoning behind this is.
[quote who="parrottmath" reply="17" id="3233604"]But I haven't confirmed that the snaking to the forest is not possible.[/quote] I can confirm, that is still not possible.
I have seen this, too. In addition, I have also seen the AI build Outpost and Cities on rivers, but not in my current games.
Could somebody please download the savegame and verify this bug?
[quote who="seanw3" reply="2" id="3233343"]Nice post. [/quote] Thanks! Hopefully, the Devs can now reproduce and fix this bug. A slight update. I now have an Oracle in my city: As you can see, the difference is still only 4 Mana. This is because the city counts now as having 1 Essence due to the Oracle. Like before, here is the savegame: <a href="http://dl.dropbox.com/u/107322588/Oracle%20at%20Tan-Ta-Kreet.E
The Wilding Shaman trait Coal Stones has no icon. Plus, it would be more useful, if the Tooltip would say what Coal Stones does.
Did you get the quest by entering the green area (Wildland) or by moving onto the quest location at the gate itself? If it is the former, go to the quest location at the gate. This will start the quest proper and send you on a long and "hard" quest series (this is the Master Quest). If it is the latter, clicking on the quest icon should reveal where to go. This doesn't always work. Mostly because the quest location is still hidden by the FoW. Try to look around some
This was on Challenging and I'm not sure what the AI was thinking:
A couple turns ago, I conquered the Resoln city of Blackstead. Within it's city borders were a Air Altar, which got destroyed after the battle. However, the Air Shard is still within the city border and a black spot is shown on top of it when zoomed out to the Clothmap. Here is the <a href="http://dl.dropbox.com/u/107322588/Black%2