So... what's left unfixed since 1.07 patch? [e digicons]B)[/e]
player1_fanatic
[quote who="Big David" reply="4" id="2753625"] None of these apply. I even deleted some buildings and could not build to replace them.[/quote] I haven't yet looked at the saves, but that exactly what I got once. Having current city tiles (that's why destroy/rebuild fails) and those around too close to other city.
[quote who="Tasunke" reply="68" id="2754055"]Hmm, yea rolling 3 1DN and keeping the middle one (or randomly selecting between the middle and the high one) might help.[/quote] The problem with averaging rolls is that in case of two troops with similar attack and defense it will produce a lot of misses. One needs to roll big and another bad for attacker to be able to hit defender.
Check this out: https://forums.elementalgame.com/393849 It's quite possible that some other town that became too close, blocked your capital from being able to build anything on free tiles (if those are 4 or less tiles away from other city borders). Also, wooded areas are of limits for buildings.
Resources will always get "walled", if they get near city walls, irregardless of prohibition to build buildings that are less then 5 tiles away of other city. . It takes around 10-20 turns (not sure how much exactly) to get level 2 influence around city. So if you don't need resource ASAP, building 2 tiles away is OK.
^Good point about Con/Wis!
Usually, when you TAB, you really want just to find units you want to move in current turn manually. You don't want to move caravans, or units that you put in guard duty. Of course, it this is done in such way, you'll probably need some other way to cycle caravans, since they don't have icons at left side of the screen. Maybe new button shortcut or something? Current implementation is just annoying, because you need constantly, every turn, to cycle through all caravans just to
I think that same bug happen for various Empire buildings too, that improve essences.
^it's true, more shards doesn't mean more damage from spells, although it may seem so (max damage rating gets better, if you look spell description in tactical battle).
Personally, I would rather have some buildings on higher city levels, that added to base gold/tech/arcane value. Currently, almost all are % modifiers which are pretty much useless for cities without appropriate resource. So, without proper resource, you are pretty much forced to spam lvl1 cities which give +1gold/tech/arcane/materials. EDIT: Maybe be able to build additional workshops/studies/arcane labs in cities of higher level?
I pretty much agree with most points said by OP. And it's kinda out of the blue change. I think it was added in 1.05hotfix, so not really that much time to test actual gameplay effects of such big change.
Since I usually, at start of the game, research some offense magic for my unarmed sovereign, so he can one/two-shot single creatures, without help of an army, I often came upon Darklings. And all damaging spells worked against them all the time. Not until much time later I realized Darklings have ability to be immunte on offensive magic. So apparently that ability doesn't work. [e digicons]:grin:[/e]
[quote who="Heavenfall" reply="73" id="2749323"]1.7 uploaded HF106_race_Umber.xml - Reduces strategic mana regen for the Umber faction from 50 to 1. Extra Note: How has NOONE noticed this before? [/quote] One question: I noticed some factions (Altar and Magnar) have 50 . What exactly it does? Maybe Umber is supposed to have that tag at 50, instead ?
One thing that bothers me in the game, is lack of balance between default factions, and general bugginess of their traits. And most of them have so little points, if calculated through faction creator, that using custom faction seems almost like cheating. Let's see: Altar: Resourceful (3pts) Essentially a faction with no traits and some starting metal/materials. There is no use for metal early, and materials can be easily obtained by expl
@48 Yeah, just realized by rereading first page. [e digicons]:grin:[/e]
One big thing that is missing in Bug section: Damaged groups of troops going to 1 after save and load https://forums.elementalgame.com/394280 This is really serious issue, since you can get injured grouped unit transformed to single unit, after saving and reloading. I mean, it can really mess up your army. I expect this to be fixed ASAP. It's too big issue to get tolerated for long time. One mino
Elemental is heavily resource based game. Things like research, gold or arcane knowledge, are really poor without city having some resource boosting it, since most buildings give just multipliers, exempt a few at 1st level that give +1 point in corresponding field. So, exempt doing massive lvl1 city spam or conquering/settling any territory with arcane temple, I don't see any other way of boosting spell research.
Everyone saying game is smooth should try using FRAPs or similar program and look at frame rate when cities are around. I mean, it's not FPS, so even 10-20 frame rate could "appear" smooth, especially if not scrolling much.
There is one issue here: Models for Traveling and Longstrider Boots for 3 fallen races (exempt Wraiths) don't fit to their male unit models (they are too small and clip with legs). That's probably the reason why there was some kinda of limit to what races those boots where ment for. Although I agree it's too steep at the moment to have them for just a single race of humans.
Things to add: Some units in game don't start with default Combat Speed of 2 (introduced when patching to 1.05). This is because those units had no combat speed tags at all, so game defaulted them to 1. 3 fallen sovereigns are affected, Sentinels from Warlord trait, as well as those pre-made fallen peasants. And not to forget heroes from mini-campaign, they also get CS of 1. There may be more.
[quote who="Heavenfall" reply="23" id="2745489"]I noticed the same thing, however Bravery still didn't work (its attribute isn't accurate) If you want to look at a core spell that actually can change morale, look at Rallying Cry or Fear I fixed everything except Shield of Fire and Burning Blade (I just can't get them to work right without being able to overwrite core gamemodifiers) http://thedyinggrounds.com/Elemental/HF106_spell_Shardproof.xml [/quot
I was just messing around and did similar fix pack to shard scaling: http://dl.dropbox.com/u/10706980/SpellDamageFix.xml It only includes damage spells. And yes, it's pretty much mirrors same thing as Heavenfall's work, but with no fixes to morale or drain spells. And no edit to heal spell either, since it appears to work without any modifications. But what the heck, if I already did it for personal use,
[quote who="Annatar11" reply="18" id="2731350"]Nowhere Seems that bit never made it into the UI. It might be worth checking the equipment XML to see. I don't have access to it at the moment.[/quote] Or maybe manual has obsolete info, and that thing with matching defense never made it into final build of the game.
There is one in Movies folder of the game (BetaIntro.bik). If you have RAD Tools, you could play it. It says it's from BETA 3.
Yes, I just looked into two Ruin school spells (Crush Spirit and Drain Life), and both are non-functonal. Crush Spirit uses AdjustUnitStat attribute to adjust morale (which doesn't work). It should use IncreaseMorale attribute like fear. And Drain Life doesn't do a thing. Plus, both visual spell effects (drain and heal) are applied to target. P.S. Isn't your version of Drain life a bit overpowered. Full Int damage over old 1/8 Int