That must be it then, the reloading of a saved game. I do tend to reload a lot to test different scenarios. Good find and thanks for the response Derek!
legaceez
I voted fair. While I understand it is still a beta I feel like BETA 3 is not a big improvement over BETA 2. There are still lots of bugs and balancing issues. A lot of the obvious bugs remained from BETA 2 so to me that doesn't bode well. You guys might be saving the polishing for last but I work in software development myself and I know very well that even so it means things will never be as polished as you want them to be when it comes to down to crunch time. After pl
Also another bug I've reported since BETA 2 that is still happening. When acquiring new shards shouldn't it make sense for them to affect existing enchantments. (Alternatively losing a shard should de-power them too.) As it is every time I get a new fire shard for example I have to open up my enchantments list, dispel my Burning Blades enchantment, find the unit(s), and cast the spell again. That's both a waste of mana and waste of time.
I've reported this issue at least once per Beta version but it still seems to be persisting. The drag handle on the items is very poorly defined or the mouse down event is not firing or something. It's always a crap-shoot when clicking on an item to drag for it to actually be dragged. I've tried everything from selecting the item first, clicking in different areas on the item, holding the mouse button down to give it time to process, etc . . . no matter what I do dragging is never
I believe even in the current Beta 2 there are damaging spells in each element. They are just not all at level 1. I don't think water gets one until like level 3 or 4. Same with Earth. And I'm fine with that. An earth mage should have to live with stone skin and melee weapons until he gets that spell. I think it's called fissure. Even then it's uses are limited . . . That is how things should be. I would think of an earth mage as more of a warrior mage. Limiting mages
[quote who="Kaesho" reply="13" id="3123569"]Quoting Stupidity10, reply 9 I agree, each element should get a low level damaging spell and have their buffs increased a bit. My ideas for damaging spells would be something like Earth: Grasp- A hand made of solid rock forms out of the ground, gripping a target dealing x physical damage. +y per earth shard. Air: Discharge- Throws a small bolt of electricity at target foe for x air damage. +y per air shard
Loving the changes! I'd rather wait for a more polished beta. I've been playing HOMM VI in the mean time and it's actually a pretty good game in it's own right. Also seems like some BETA 3 changes might have been influenced from it. ;)
I love the concept of the random city level up bonuses. I don't think there are uncommon and rare traits though. I don't think I have ever seen a level 1 or 2 rare trait. You end up with mostly the same choices every game which does make the feature kind of boring. Not to mention the bonuses themselves don't do enough to differentiate or specialize a city. Sample traits: Level 1 - Rare - Allows you to build a Cantina which gives you +1 to prestige and +1 gol
double agree . . . has been an issue since WOM.
I noticed this too. Granted the user can easily achieve the same thing by editing their custom sovereign's xml file but this shouldn't be possible for the AI on normal setting.
totally agree. I shouldn't miss out on a quest because of that. also when you lose in the quest battle the enemey army remains on the map and the quest disappears. coming back to defeat it won't give you the quest prize.
[quote who="CdrRogdan" reply="1" id="3094703"] This actually isn't true. The champion may be missing traits but they tend to have higher stats. Given that the majority of traits raise stats I don't really see an issue with tihs. Also it can be difficult to level multiple champions to higher levels, making picking up an already leveled champion an ideal way to maximize your army.[/quote] Although a lot of times the stats aren't that much higher. I would much rather hav
As mentioned in the thread about champions with high level equipments, I strongly agree that when you recruit a level 5,7,9, or whatever level champion he should at least have enough traits to equal his level. Unique traits to that hero would be idieal but even from the common pool of traits is better than it currently is. As it stands it's best to recruit a level one champion as you can pick his traits as he levels up. It's pointless to research all the techs to recruit a lev
[quote who="C0LDsteel" reply="4" id="3094528"]Quoting Sarudak, reply 3They really need to make champions on the map MUCH harder to kill... They absolutely do NOT need to make champions on the map harder to kill. The situation described in the OP is due to current item pricing. Some of the items are so expensive currently that you can finance your entire kingdom for quite a while just by selling one of them. I'm sure they will balance items costs in upcoming
Excellent points!
I get where the OP is going with this. MoM had simultaneous attacks and so does HoMM. There is a good reason for it. Currently whom ever gets in the first hit has a big advantage assuming most things are equal. So it becomes a predictable tired waiting game to see who can move into position first. This usually is the player because the AI doesn't prioritize that way yet. Battles shouldn't work that way. There should be a risk inherent to a melee attack. I mean realistically
awsome thanks!
This has been improved since beta 1 but it still is a little finicky as to what you drag. Sometimes you have to select the item first sometimes you don't. Maybe 20% of the time now I will drag the wrong item (in beta 1 it was like 60% of the time). I don't know if it's an event processing thing or what. Maybe sometimes the mouse down event doesn't fire until i already moved my mouse over another item so that item gets dragged instead?
Maybe this is by design but existing enchantments like burning blade and evade don't scale with newly build shard shrines of the appropriate element. i acutally have to dispel the enchantment and recast it to get the benefits of the new shard. while not game breaking it is a nuisance. a lot of times i forget as i have to remember when my shard shrine finished building and what enchatments i have already casted, not to mention waste more mana casting the spell again.
i do it by clicking on your mana pool label in the top bar. it opens up your enchantment list (i think it's just a tab of the govern screen). from there you can see all your enchantments and one of the columns is a dispel button.
I've reported this before in a bug list but think it deserves it's own thread in case it was overlooked. It was never acknowledged anyways. The spell seems to work less than half the time. It would make the shard disappear first then the next turn a death shard appears where the old shard used to be. Now sometimes you can build a shrine on the shard and sometimes you can't. The shard is there and can be clicked on and has an enabled build button but clicking on it doe
As of .86 dispelling enchantments works kind of funky for me now in all my games. When you click dispel it doesn't do anything right away. Maybe 30 seconds later (and maybe after closing the enchantment list window too) the spell book pops up with a description of the spell and slightly after that a confirm dialog will ask you if you really wanted to dispell the enchantment. Seems like a multi-threading/queue processing issue. This was working fine in beta 1 so something got changed
i think a system like star bases in galatic civilization 2 would be nice. where you could upgrade them to increase defenses, extracting ability from resources, and other abilities.
yea i think that's intentional. it was like that .77. i agree there needs to be something that tells you he's untargetable though. as for claiming the territory i was always under the impression you still had to build your own outposts or cities to claim the resources in those lands.
i notced this in beta one too. i just though that it randomized your starting stats.