I don't see strength, constitution, intelligence or dexerity. That must be what they meant by redoing the stat system.
Edwin99
I like it, this really helps to make factions different.
Thanks for the update.
[quote who="tetleytea" reply="38" id="3115268"]Multi-core games is a given now. What I can't understand is why nobody is designing games to run dual- and triple-monitor. Except maybe the shoot-em-ups, but even those just happen to run triple-monitor by coincidence--they're not designed that way. You have your top-level screen display right side, your detail screen left side. You click on a city, the city detail pops up on your left monitor, while yo
I would like a chance; based on exploration tree branch, to see a pop-up when an encountered AI recruits a hero or a monster Build a Spy Network building (1 per faction) and your sovereign has a 50% to hear of any hero recruited by a known faction. Example: [Warrior] [Axel] has pledged his services to [Lord Xia] Example: [Lord Xia] reruited [Merchant] [Timso] Example: [Lord Xia] has recruited [Fire Mage] [Alexon[ Ex
Agreed, a dispel magic spell. The effectiveness of the spell would be a function of Spell Mastery and Spell Level. I.e. A caster of Level 1 spells would be unlikely to dispell a Level 5 spell and a caster of level 5 spells would be more likely to dispel a level 1 spell. My initial tendency would be to make the dispel magic spell a researchable spell, thus you could learn how to cast Dispel Fire it but it would take some research effort, OR a selectable trait for those in the path of Magi
RE: 3 - I have seen this several times; however, when I attack, the defender magic caster casts heal and retreats, I advance and attack, the defender casts heal and retreats, etc. Never once did the defender attack.
For me, armor is a minor factor in battle - more important would be the availability of tactical traits for each army unit. Tactics? Like the Defend order that you can give to defending units, tactical traits would give each combat unit different combat abilities. Some tactical trains would only be available to trained and expery soldiers. Example: Build Units With Charge Ability tactical trait - they gain once per battle the ability to +1 move and +50% attack, Units w
I favor the differention used by Warhammer - where each faction is based around different strategies and tactics
Nice changes to the weapons - Swords can counter-attack, Axes get a backswing, etc. This has the potential to make weapon choices really matter - i.e. it may be better to place swords in the front to take the initial blow (as they get a counter-attack). I also like the changes to the early game tech tree that give advantages to selecting a resrouce path based on the resources that are close by (crystals, metal, etc.). Nice refinement. Are you consideri
I would like to see the faction choice influence the tactical battlefield encountered when attacking a level 4/5 city of a enemy faction. The Tarthans might have a city surrounded by a maze of forests that limit the range of ranged attacks to 8 tiles. A Wriath city might be surrounded by a desolate landscape. An Altair Level 5 city built next to a river would be protected by a moat with a single bridge crossing.
I would like to see each race have access to unique spells. Sovereigns of other races could access these race specific spells only through research. Example 01. "Umber - The Beast and Horde Team" Umbar has access to summoning spells that allow them to summon wolves and dire wolves. Level 1 - Summon Wolf - single wolf Level 2 - Summon Wolf Pack - Group of wolves Level 3 - Summon Dire Wolf - single dire wolf Level 4 - S
I would like to see each fraction play differently in tactical battles and attacks on their level 4 or 5 city. What would I like to see? Tactical battlefield's for an attack on a Wriath, Trog, Mancer or Tarthan Level 4 or 5 city should be dramatically different, and if possible altered by improvements built for that city. Tactical battles with each fraction should feel different. Each fraction should have early access
I agree with Lord Xia, play a battle in AutoResolve and you lose, play it out turn by turn and you win. As for the AI in battle - why does a lone Champion insist on continually casting slow (Slow, Slow, Slow, then move to attack) when being hit by archers at range. Better to close and eliminate the archers that suffer deaf from many piercing arrows.
In tactical battles I would like the opportunity to be ambushed and to ambush the opponent. Allowing line of sight to be blocked by intervening terrain would dramatically make battles more a game of positioning and surprise. A unit strategically placed behind forest tiles or the crest of a hill can't be seen nor attacked by ranged weapons. Allowing units to move through forest tiles; at a much slower pace, would increase the surprise if they could not be seen doing so
Line of Sight Adding Line of Sight rules to tactical battles would increase the importance of terrain and the positioning of ranged combat units (archers and spell casters). By careful postioning you can place enemy units in your line of sight while hiding from view some of your units. With line of sight you will not know if an enemy unit awaits behind the ridg
Though I like the research option, my one issue with FE is that there are too few branches. It has gotten better though with more magic branches, it needs still more to give players a more diverse gaming environment. In Magic I would like to see branche that unlock new spell books, spells and traits. In Warfare I would like to see branches for improvements that affect the tactical battles for your cities (fortifications & seige weapons) along with new types of unusualy wea
[quote quoting="post"] Ideas for a book of nature. Book of Nature contains spells that affect the plants and animals of the forest. You can cause plants to grow and summon animals. You can give plants movement and cause summoned animals to group into large packs and direct the movement of insect swarms. Under your command wood can warp or become as hard as steel. This may be an expert spell book for other races or perhaps it is a book that can be discovered via a quest or a random tec
I would like to see the next FE update add a Book of Nature Spell Book to the Magic Research Branch.
Thank You, lots of new magic spells are being added to the game which help us make sure that the different paths to victory are distinct, fun, and meaningful.
Overall I like it much better than WOM - tactical battles are much improved, that said; Spells - I would like to see a summoning magic path with a number of summoning spells. Of course this path would use up a lot of mana quickly and if the AI destroyed your shrines you could be in a pickle. That said, I would really like the opportunity to play a Sovereign that summons creates to fight for himr (or her). Perhaps, this ia magic branch that you could unl
Tactical Battle AI Problem: Human Sovereign vs AI champion Human Sovereign Attacks and AI champion retreats 1 title and casts slow, HU advances and attacks, AI retreats and casts slow, HU advances and attacks, AI retreats and casts slow....etc. until AI champion is slain. In this case the AI should have attacked instead of continually taking damage, retreating and casting slow.
[quote who="Frogboy" reply="105" id="3093145"] The problem with FE's tech tree, thus far, is that the tech tree is still too funnely. That is, no matter the map, no matter the conditions, you still go after the same few techs right off: Standing Army, Shard Harvesting, and a couple of others. What needs to happen is that the world conditions should force the player to adapt each game. That is, the player who tries to use the same tech pattern every game will suffer.<br
[quote who="Devon_v" reply="122" id="3093316"] Make bargaining with the Wraiths differ from bargaining with the Ironeers. Flavorful dialogue, race-specific powers, techs, something. Time and money was devoted to crafting all of this background. Share it with the players! [/quote] So, Wraiths favor magical items instead of gold as payment.
Empire of Yithril ARE elves Idea: If so, allow elves to move through forest terrain in combat battles. In tactical battles give the Yithril a dodge bonus when they are in a forest tile. When they emerge from the tactical forest tiles they lose that dodge bonus. Allow no ranged attacks from a tactical forest tile. I.e. Yithril Elves in light armor can move through forest tiles but can't make ranged attacks (magical or arch