In the past each game has only had one scenario, but they may do DLC scenarios and it may be possible to mod scenarios. I too enjoyed the scenario and would love more. SPOILER! There is a jeweled fly somewhere from a quest or goodie hut, I think it might be behind the gate in the southern starting region. It is also possible it is a random reward though, so it might be any goodie hut/quest. SPOILER!
Burress
I had read that Metacritc weighted the scores by the prestige of the review outlet, but apparently Thunderbolt may be on par with IGN, because (88+87+80+50)/4 = 76.25 which is roughly the 77 posted. But it could also just mean that Thunderbolt is on par with the other two places, and IGN's 80 didn't move it much from the overall average. I would hope for the latter, because it is crazy that a volunteer outfit has the same weight as a premeir gaming website.
I have never actually gotten to this spell before, is it effective? With that cost it seems like it had better be instant win.
[quote who="Lord Xia" reply="4" id="3364408"] There is a bad review from a site I never heard of. I read it and it pretty much says "I hate sandbox games". It's a poorly done review.[/quote] That is no joke. In the comments the reviewer said he felt an average game should be 5 instead of 7, which goes against game-buyer expectations. People see a 5 and they think game disaster, because that is how every other review site reviews games. He also stated he hasn'
Great review. I love how despite the volume of complaints in the review there is still an excellent score and positive tone throughout. Sounds like many fans here! That is how I feel about the game, there is ample room for improvement in many of the areas listed and more, but there is no other game in this genre that is even close to this good. That is why I hope they go all in for another expansion, this game has sweep-everyone-off-their-feet potential so close to the surface, but pe
Does Stardock plan to use Steam Workshop for mod delivery? This will make a world of difference in developing the mod community. The biggest incentive to develop mods is that lots of people will like and use your work. The biggest incentive for the player to mod their game is that it is easy to do/undo. Steam Workshop is the way to incentivize both. It doesn't get any easier for the player than the Workshop, which is right next to the launch button on the game, and where installin
I want to preface this post with the fact that I think this is the best strategy game I have ever played. [quote who="Henry_Morgan" reply="4" id="3364316"] I dunno, I still wished they had given better loving to the other classes. I have a hard time justifying why I should pick anything other than Warrior and Mage. I feel like he was spot on saying the Assassin class was, sadly, dull; and I feel the same way about Defender and Commander as well. If I am wr
1. Steam workshop (modding is permanently small-time without it) 2. Remove XP split 3. Implement some champion/sovereign AI Without the workshop functionality, only a small fraction of players will ever use mods. The XP split is so no one ever complains of too many heroes, or non-legendary heroes, and people can play in a fun, intuitive way. Number 3 is so they don't have to constantly nerf champions to make the game some semblance of competiti
Did they seriously give a minus for "Overpowered mages"? That is a feature in this genre.
I posted this in a congratulations thread. Seriously, give this some consideration. [quote who="Burress" reply="3" id="3363964"] This is no joke, it is a great game. In the spirit of continuing withering criticism to further greatness, Derek, could you get over your game-fun blindspot and quit balancing spears and nerfing tornado and make sure the title element of your game is as much fun as possible to play? There was a 5000 page view thread on how the hero XP split
This is no joke, it is a great game. In the spirit of continuing withering criticism to further greatness, Derek, could you get over your game-fun blindspot and quit balancing spears and nerfing tornado and make sure the title element of your game is as much fun as possible to play? There was a 5000 page view thread on how the hero XP split makes the title element a chore more than a joy, countless complaints of having to park champs in cities for nominal bonuses, and not a move in this direc
[quote who="parrottmath" reply="6" id="3363746"] The XP split is not that it will unbalance the game, it is more so that it will make Altar less unique as a race. Your playstyle with all other races will begin to incorporate a hero stack, while this is truely Altar's legacy and notable difference as a race, the hero stack. I also don't seem to have your problem with heroes being parked at the nearest town when adventuring. I tend to have quite a lot of fun with
The XP formula overvalues levels, pure and simple. The creature type has different starting hp, attack, defense, and skills, this is the lion share of difficulty. Levels make a paltry difference compared to creature type, but are a huge factor in XP. In at least 90% of the cases you if you can beat a monster then you can beat the same monster +4 or more levels just as easily (if you played a summoner and maybe tweak your +summoning levels, you can get a feel for just many levels it takes to m
I have no idea what the argument against removing the champion XP split is with henchman in the game. This is a super powered faction in that they can produce hero-plus troops for twenty fame a pop, but that these troops are immune to the split and champions aren't makes champions look like towel-boys. Why overshadow such a prominent game mechanism like that? There is no argument about ruining game balance by taking out the split while henchman are in the game. You can do th
Henchman are pretty much superheroes. You can crank them out as level 6 (+4 from a fortress building and veteran) heroes with extra traits and city enchantment bonuses from the right fortress, except they are team players without the XP split. A party of 9 henchman level twice as fast as a party of two heroes.
I think there should be some more custom equipment that is full game long equipment. Nothing seems even in the same league as Procipenee's crown and the Staff of Souls. I think the ice/fire staffs they added to the mix for a point should be suped up versions, to be like a low-level no mana spell without an init penalty. I can understand why there isn't any super weapons or armor, but maybe some unique charms and more accessories would be interesting.
If that's how ships have to work, they shouldn't be in the game. They need a disembark button on the ship, the entry/exit tiles need highlighted, and if you press disembark on a non-exit tile then it should tell you what's wrong. It may be a lot of work, but it seems like an amateurish feature as it is. That possible feeling of confusion when your entire defence force of your empire is trapped because of a counter-intuitive mechanic is not worth the value it adds, in my opinion.</
This is confusing, because my knowledge of sailing is pretty much limited to the speculation that pretty much every place land meets sea is a beach.
Whenever I have a large army, 8 or more, and I get a quest that uses the temple battlefield (the cramped one without the large entrance hall), the leader of my army is missing and the battle reports them being killed. This happens in a couple of high level quests. The ship I get in the scenario from the invasion force has no obvious way to debark. I have tried highlighting all my units on board and hitting an adjacent land square, and that doesn't work. There is no debark option i
[quote who="Sythion" reply="11" id="3362270"] I think early to mid/game mages are a little too powerful if they have a cheap and powerful damage source. If someone has the mana to spam fireball though, then I think they deserve to be able to do so (but it still should have a cooldown)![/quote] This is in no way a balance complaint, just a strategic observation. I think the cooldown is probably necessary though, because Magnar is the pre-designed sovereign in the best position to
I personally don't understand why flame dart needs a cooldown if fireball doesn't. It seems like it should be the other way around. Fireball is the go to spell once you have mana and turn reduction. Same damage, hits 9 squares, acceptable cost. That makes mincemeat of any AI army. You need a bit more mana, but even using it all out in a few battles will take cities or crush huge stacks. I haven't seen the AI use it, but sometimes you have to play a few games, and I have only playe
[quote who="Kamamura_CZ" reply="8" id="3361731"] Chess is still the deepest, richest and best turn based strategy game no computer game ever has a chance to rival. It offers both immense strategic and tactical depth. variety of positions which all play completely differently and require vast array of skills. [/quote] *Sometimes my IPad cheats me, it happened here and I hit the submit button while I was still writing this. I was probably going to erase this a
[quote who="cwg9" reply="6" id="3361636"] The important thing is that the AI can provide the player with an appropriate challenge to keep the game interesting, not that it be forced to play exactly the same way a human would.[/quote] The thing is bonuses are not the best way to do this then. The best way to do this would be to forget the AI economy, spawn units in cities at a rate and quality that is consistent with the difficulty level. When the AI declares war, have it s
That is a lot of bonuses, but paradoxically each one of those you take makes Potential and Knowledge a worse deal. If you took all of them, I don't think you would ever break even on spending a level for potential or knowledge. That is a 130% increase maximum, so potential is worth a (.15/2.3) 6.5% increase and knowlede is a (.25/2.3) 10.8% increase. Whatever bonuses you get that don't cost levels become the new baseline, and the benefit of the XP trait is the proportion it would incr
[quote who="Gandalftheredskin" reply="61" id="3361681"] Heh, seriously though, when added to other possible XP boosting modifiers, of which there are a plenty, it adds up. I'd still rather see it back at 25% though, make it much more useful.[/quote] That's the problem though, they add up, so if you don't pick potential you get the other XP benefits anyway. The 15% one costs a level that you can't make worthwhile until it puts +2 levels ahead (