Nice addtions. The new spells such as cloak of thorns and hurl boulder are appreciated, along with the new summoning spells. I wonder what new spells are coming (web?, wall of stone?, summon wolf pack?, turn summoned creature? etc.) and if the AI will use these new spells?
Edwin99
Why not a Path of the Summoner? A summoner would gain access to new and more powerful summoning spells & traits that affect summoned creatures.
AI issues that need to be addressed include 1) AI mages using their fire staffs against my fire elemental whom is immune to fire, 2) AI is still using a limited range of spells, 3) AI champions/sovereigns buffing themselves instead of attacking - i.e. each turn they spend buffing/debuffing is another turn that they take damage from my fire-dart spell.
I would like to see a future expansion focused on tactical battles modeled after the system used in WarHammer miniatures wargame rules. Rules where units must make an initiative check to move and flanking attacks affect combat odds and units can panic and run-away.
[Quote]Added the Arcane Monolith spell. This is a Pariden specific ability which allows them to place outposts with a spell[/Quote] Nice.
The AI is getting better - though I would like to see it use a wider range of spells in battle. While all the AI's tends to use buff and debuff spells, I always use direct damage spells that are very effective with traits that boost spell damage +50%, +50%, etc. PS: Any chance of adding a powerful, intelligent, and magically adept fire or ice breathing ancient dragon to the monster list?
In an Elemental RPG I would like to see the player's decisions and actions have a major impact on the world around them. Example 1: Outpost Assault [Good]You learn of a planned Empire attack on an outpost. Warn the outpost garrison in time and you may be able to save it. Arrive late and you find the outpost in ruins. [Evil] You are hired to destroy an outpost of Reslon. Talk about your quest to the wrong people
The greater variety of quests in Beta 3 made questing much more interesting. I would like to see FE expand on this with with quests that; a. Unlock more unique spells b. Offer the services of a champion for x turns Example: Complete the quest and gain the services of Maylor the Sage (+3 research); a champion, will serve you for 12 seasons. c. Unlock a research tree branch d. Affect diplomacy e. Offer choices with negative
In D&D you had a mechanic for a chance to surprise the enemy in wilderness encounters. To add variety to tactical combat, why not have a chance for the AI to surprise you and for you to surprise the AI If you surprise (ambush) the other side, you have an option to have your units appear close to the enemy, a likely choice if I don't have ranged attack units in that stack. If the enemy AI surprises you they have the option to ha
[quote]11. Tactical combat is much better. But what is essential is allowing me to place my units before combat starts. This must be added.[/quote] In D&D you had a mechanic for a chance to surprise the enemy in wilderness encounters. If you surprise (ambush) the other side, I would like an option to have the computer place my units close to the enemy. Likewise if the enemy surprises you, they should have the option to place units close to
[quote]Have quests tend to give players access to more spells so that they’re more compelling. Getting a magic axe is less interesting and gets repetitive. Getting a random magic spell, by contrast, would make the finite # of quests have far greater replay ability.[/quote] Agreed. finding random new spells would addd greatly to replayability, especially if these spells were truely useful - perhaps Web, Summon Dire Bear, Downpour (reduces range of ranged attacks to 1 tiles and mo
[quote]"If I am building up my infrastructure then I'm not training a unit. That is a trade off. Whenever you gain a city (conquer or found) you are diluting your growth speed. Fewer cities grow faster than more cities. Raising taxes lowers your research and production but provides capital to buy things sooner at the cost of slowing your natural progression.[/quote] Perhaps trade offs should be made more apparent to the player. A popup advisor (which
[quote who="Anskier" reply="29" id="3135662"]For spells it even worse everyone, of every path, faction, champion etc has mostly the same stuff and for the most part the same strength as well. This is before you take into account that only a handful of spells seem all that useful. Most of them I simply ignore really, this is partly a balance issue I think and may well be fixed, but also some of the mechanics as well - take counterspell, useless against no cast time spells which you really have
Solid improvement over Beta 2. I like the champions guardians, the new quests, the new spells and tech tree variablility. I would lilke to see; More aggressive AI - this includes a more aggresive Easy AI Opposing armies tend to use all the same spells, would like to see greater variety Greater variety of new spells and would like to see more summoning spells. Would like to see more random spell books or quest spells. Spells that affect the
Yithril - I like the concept of Yithril gaining research points (say 0 points for level 1 city, 20 points for level 2 city, 30 points level 3 city, 40 points for level 5 city) from the conquest of cities. It reminds me of the Tsgardi race, in the syfy series: A Galaxy Unkown. This warriour culture gained most of their research advances by conquering other races. I agree that the blood ability should give them +1 hp per level to reflect their stronger constitution.
Agreed, this version is more buggy than the prior 2 betas. I sent the error logs to SD, and encountered 1) crashes, 2) random freeze of army - army unit could not move and I could not end the turn. This occured both on the strategic map and the tactical map. The good news is that these freezes are rare, and I could get around it by reloading the previous save.
I really like the guards assigned to champions, it makes targeting enemy champions more interesting. That said, I would like to see 1) the magic casting champions use a greater range of spells in combat and 2) see higher level champions accompanied by a larger number of guards. PS: The new magic book research techs are a welcome improvement, though I would like to see more books added; book of nature summoning, book of the arachnid (spider magic), (book of the undead, book o
Good news, about the AI expanding more aggressively.
[quote who="Fistalis" reply="22" id="3129717"]Really at this point the only element that I see has a functional specialty is fire. Thats more of a problem than other elements not having DD capabilities IMO.[/quote] I agree. Each element needs to be useful and play differently. Earth needs to have spells that can change the battlefield - i.e. Rock Wall (Creates an impassible 1x5 wall of rocks), Earth Maze (25% of all unoccupied tiles are impassibl
I would like to see spells that counter the effect of a specific element and weaken your resistance to another element Water Spell: Ice Shield = Fire: Resistance +50 & Electric: Resistance -50
Can you have traits that give you resistance or reduces the damage of specific types of magic? Dragon Skin - +30 resistance vs. Fire Magic or Reduces Fire Damage by 50% Life Aura - +30 resistance vs Death Magic Or traits that affect only a specific weapon? Spear Skilled - +20 attack bonus with spear Spear Master - +20 attack bonus with spear (not damage, just chance to hit) (requires spear skilled) (total = +40 Spear Attacks) Dagger Mas
[quote who="Bellack" reply="18" id="3125980"] Are you talking about the Temple of Elemental Evil computer game or the D&D Pen and Paper module? [/quote] I am talking about the Temple of Elemental Evil computer game. As originally released it had 1) GREAT TACTICAL BATTLES, 2) poor story line, 3) no serious consquences for player actions and 4) no built in modding tools (aka NWN); however, player modds added new spells, quests and adventures. The most
Choices that have a dramatic effect gameplay make a game really interesting. In a TOEE RPG Modd you could 1) foil a plot to sabotage the construction of a castle and trigger the appearance of a castle on the main map, 2) sabotage the castle's construction and gain a favorable introduction to the big bad or 3) take no action the watch this RPG world develop in a semi-random fashion without your character gaining any benefit from these developme
Agreed - city level up options that affect the battlefield would be interesting. ----- Tarth Option 1) Animated Trees (as per post above) ----- Tarth Option 2) Battelfield is a maze of trees, only Tarth lightly armored units can move through forest titles, sight range for non-tarth reduced to 6 tiles, All (friendly & enemy) ranged attacks limited to 6 tiles ----- Tarth Option 3) Defensive Catapult Unit
Beta 3 Question: Does a non-moving unit without shields gain a bonus against ranged attacks? I would think not.