When is this patch being deployed?
cwg9
They aren't supposed to have bodies, that's the point, its a bug. I can confirm I'm getting this issue again too in the latest version.
With LH I'm finally enjoying the game a lot (which is great after the WoM debacle), but I wouldn't call it a masterpiece. At least not yet. If they put the time and money in for a hell of a lot of bug fixing, balancing, AI improving, improved game pacing and just overall polish it might get there eventually. Still, it's a huge improvement over where things were when this series first launched, so kudos to the Stardock team for that.
Do you get a reward for spending the 500 mana to cure it? I always just take the -20 pop option since it tends to hit me early game when I have no chance of getting that much mana.
No one is asking for heroes to be able to unlock every ability in their tree. No one is asking for them to make heroes horribly unbalanced. What lots of people are saying in various ways is that the current heroes feel underwhelming, dull, not that fun, and not particularly legendary. Whatever fix it takes to turn that around, it needs looking at in my opinion. This thread has received 2400 views in the last week, far more than any other recent threads, so I'd hazard
[quote who="sweatyboatman" reply="92" id="3353195"] I'm already on record supporting changes to the game that provide more XP for heroes and give more interesting selections when they level. If you think that's what this thread is about, please read the title of the OP again. There's a lot of angst about XP-spltting, but not much consideration that XP splitting is not the problem. The problem is that monster-killing and questing don't give en
My tower of dominion has been in my capital all game but suddenly it's showing up again as an option on the build list for all my other cities. I believe this was triggered because I just razed an enemy city that had a tower of dominion in it. Now it thinks my one per empire building is gone so it's letting me build a second one.
Legendary? Really? When I can spend the whole game leveling them and barely make a dent in their skill trees? We're not asking for them to be invincible, we're asking for enough xp to be available to actually get all the cool abilities at the top of the tree that we want. Currently it's almost impossible to get a well rounded champion with a couple high level skills and one maxed out magic school. You might be able to get one high end ability unlocked if you beeline for it but tha
[quote who="LordTheRon" reply="3" id="3352434"] Btw they just released 0.87![/quote] Nice!
Steam should have auto-updated you to it. Check to make sure the auto-update setting didn't get turned off somehow. Right-click on FE:LH in the library, select properties and go to the updates tab.
[quote who="NorsemanViking" reply="44" id="3352345"] It's important to notice that you don't lose XP by having more heroes in an army, you just share it. It would be bad design if the total XP gained became huger thanx to having more heroes in an army. This would totally ruin trade-offs and strategy when it comes to your composing of armies. Would be terrible game design indeed if I may say so.[/quote] Do you also think then that the XP sh
I've given this some more though and while I can support some sort of Hero stacking XP penalty, the current implementation of just dividing the XP equally is way too severe and completely discourages 2-3 Hero armies. What I would do is dramatically flatten the penalty curve. For example, given a hypothetical battle with 300 XP: Current implementation: 1 Hero = 100% xp or 300 xp 2 heroes = 50% xp or 150 xp each 3 heroes = 33% xp or 100 xp each<
The point of a beta is to give feedback so changes can be made before the game releases. Those of us who don't like the XP split mechanic are giving our feedback, nothing wrong with that. My opinion continues to be that forcing the player to the conclusion that parking most of your heroes in a city doing nothing for the whole game is the optimal choice is not fun game design. In this case I personally think the cure is worse than the disease.
Okay thanks I'll give that a try.
[quote who="davrovana" reply="15" id="3352034"] We need LESS champions. Anyone playing a custom sov already has their favorite champion. Let the player decide if they want to play a 0 champ, 1-2 champ, or 4-6 champ game. [/quote] Advocating for less champions in a game called Legendary Heroes seems counter-intuitive to me. If anything they should err on the side of making the champions overpowered. I think the number of champs
I've definitely noticed some nasty issues that appear to be a memory leak. After a few hours it leads to slowness / laggyness, followed by UI elements starting to disappear, followed by a crash. Playing on Win7x64 with 6 GB ram. Restarting the game once the warning signs appear fixes all the issues for a few hours.
I've felt for a while that the current system is too punitive and decreases the fun factor of leveling up your champions. Part of the reason is the economics of the game drives you to group champions together. Good quality troops are expensive and you can't really afford to give each champion a big army of quality troops. Nor is there really enough XP on the board to level them all up individually any way. So you are faced with an uninspiring choice: either focus on making one
I never keep champions in my cities unless I have a reason to defend it from attack in the short term. The issue is that if you park them in your cities you have no good way to level them up (even with the buildings that provide a bit of xp) and unlock new governor type abilities. So if you are going to bring them along to the fights any way you might as well give them fighting skills in my opinion.
I think this formula should be revisited. It takes way too long to level your heroes and access the goodies at the end of the new skill trees (which I love by the way). And yes, I do like to keep my champions together for the most part because with the way the economy is balanced it just costs way too much to field and army of units per champion. Alternatively the skill trees could also be shortened, do we really need for example five levels of lethal strike?
I think the added unrest for more cities is a good balance change personally, I never liked the city spam strategy, it seems to be a bad fit with the game design. I do think though that perhaps the modifier should scale with map size, so it stays balanced on huge maps while also not being almost completely irrelevant on tiny maps.
The cat was wandering around just outside one of my cities zone of control for me, not to far from where the quest objectives were for the other steps. Very very cool champion once I brought it over to my side.
I'm just assuming that a memory leak is what's going on, but I wanted to report that windows actually popped up and warned me that it was low on memory and that I should close Fallen Enchantress. I've never seen that happen before for any program. I'd been running a game for about 5 hours straight at that point. Just prior to closing FE interface elements began to disappear which is what alerted me that something was wrong. For example the quick navigation stuff in the upper l