[quote who="Markon" reply="1" id="3332800"] Not entirely true, a L 10 city commander has more HP than a L 1, can use better magical items, and I am pretty sure a few other base stats besides HP go up with level. Also, there is no reason he couldn't take an initial couple traits that give him XP for sitting in a city, then level up his spell casting, and have high level spells available.[/quote] You said a few traits that give him xp for sitting in a city, level casting
vieuxchat
Every other paths and traits help the champion get more xp ... because killing things is the only way (apart the building that have a 25% chance of giving you one xp per turn). So if you choose to be a "city" commander and chose the +1 gildar/research/-10% unrest, you can't get better if you stay in cities. I think there should be a way for city commander (not field commander that get +1 in initiative, etc.) to get xp with their function : like 1 xp per turn when in a city
Will those maps be compatible with Legendary heroes ? Or are they tied to FE vanilla ?
Pure Awesomenessnessnessnessnessness. The game was already good, but with that it's one more step closer to MoM and to a Legendary Game. Seriously. [e digicons]k1[/e]
I've gotten a lot of questions from people over the past couple of years about why we are giving away Fallen Enchantress to the early adopters of War of Magic. They say people won't remember War of Magic (it was 2 years ago). They say it won't "buy" good will back from those who didn't like WOM. I do remember when WoM was only an idea on the forums. I do remmeber when there were the first announcement. I do re
That game is just too good to avoid :)
That is differentiation. It's better than I could hope for.
What I just hope is that they will do a remake of... Planescape Torment ! THAT would be a must-buy.
You forget one important thing. Ninjas. And Pirates. And... Oh well ! Dinosaurus !
How sad :( Elven Legacy was such a brilliant game.
[quote who="RavenX" reply="59" id="3101883"] Quoting Vallu751, reply 5The screenshots look a lot like Civ 5. I wonder if they're building on the same engine. I have to agree with this. I've watched all the game-play footage I could find on Warlock so far and the combat seems like it was ripped right out of Civ 5 and given a fantasy spin. While this game looks cool in some respects, I need more strategic depth in my armies organization and representation to truly enjoy
[quote who="Frogboy" reply="124" id="3102547"] Yea I have to admit I just assumed people knew that FE was still early in its development.[/quote] It's just that, for those that were in the WoM beta from the start – at least, the state of FE BETA is still better than WOM at start (maybe even better than WOM... nom). What we can play with "looks like" it's in the balance phase of a usual BETA.
Would it be possible that some buildings reduce the cost of equipment in the shop ? The more I think about it, the more I think each and every building should add some things to buy in the shop and/or reduce the price of some kind of items (like the cleric would reduce cost of potions).
[quote who="seanw3" reply="36" id="3098482"]Funny, we must think alike because that is pretty much how I set up my game this morning: All item prices reduced to 10%, selling is still 50% of that value. Merchant provides +3 Gildar, Unlocks Axes and Leather Cuirass in the shop early. Reduced Maintenance as my post this morning suggests. Added more potions to shops to test them with a city level upgrade function. Made some adjustments to improvements as per m
You sir deserve a [e digicons]k1[/e]
The problem isn't the shop, it's the price or sold items. So it's the option of being able to sell things that needs to be toned down. Instead of half the price it should be 20% or even 10%.
I voted tactical battles. But it's not really the battles in themselves but the mechanics behind : accuracy and dodge don't scale, magic damage don't scale with the user (aka Int), too few situational bonus/malus (terrain, in close combat, archery penalty), the -6 init on bows would have a sense if bows were powerfull, tweak init so no unit can play 3 times before anyone, the units don't have any interesting abilities before long, weapons like spear are way too effective (66%
In MoM the units attacked simultaneously. And the first strike ability would let strike first and the counter attack would come after. The only way to attack without a counter was from invisible units or flying units.
[quote who="Lonemessiah" reply="10" id="3094354"]Basically actions could dynamically reduce your initiative for the following round. For example: Moving during a turn cost 5 initiative Casting a spell could cost spell level squared (maybe modified by intelligence) Attacking costs the rating of the weapon (daggers would be low, two handed weapons would be high) Special actions could also have a cost attached t
But archers were missing their targets most of the time, it was even more patent with the use of shields. The skilled archers could throw between 6 and 12 arrows per minutes. And a hundred of archers could cloud the sky. Some things were added to the arrows to do more noises when they were falling down, creating the reall effect of arrow : fear. So, yes they "killed" some soldiers but their main effect was to reduce advance of enemy (which was close to be pinned down) and inspiring fear.
[quote who="Tasunke" reply="21" id="3094803"] Quoting Frogboy, reply 19 Yes. Two reasons: (1) Most items in the game don't do anything to initiative. That is because the system is balanced around a bell curve so that most items have no effect on initiative to remove "screen dirt". Your solution would result in most items now having an initiative effect which would be a big negative to UI approach ability. 2) From a balance point of view, if
My govern button is on top. So it seems it's not a bug.
About growth : the game calculates a decimal value (2,1 for instance), but the infocard show a rounded value. It seems the real decimal value is used to track the number of citizens (for instance, my city with 2,1 of growth get 2 citizen for 9 turns, then the 10th turn it got 3 citizens) It's confusing when you have 1,6 of growth because you get 1 or 2 citizens each turn but you see "+2" to growth in the infocard (the hovering info is right, with the decimal). I think it would be
I created a pioneer, then sent him to create an outpost. Then I clicked on the domestic event with left mouse button and it centered the screen on unrevealed area of the map, with the selection above the unrevealed area. I think that the computer selected a pioneer, but owned to another faction because when it searched for my trained pioneer it was already destroyed through the outpost creation process.
When I hit the "Explore" button for a unit, the shield and swords icon appear on the info card but the unit won't move, even if I just hit the "turn" button to see if they only move at the end of turn.