hrm nice. I was in the habit of just selling any of those I got. Maybe I'll give them another try as an occasionally useful thing.
jonmdewey
I agree with Mtn_Man being warned about idle production is nice. I can see close to the end of the game when you just don't care wanting to be able to ignore those warnings- but the interesting parts of the game and early game are the times I want to be warned, If I don't care I've probably already won and am just mopping up. Sometimes I set something on continuous production (in other games) and forget about it. It would be nice if there was an op
on steam: I feel like I understand both sides. + I love the simplicity of buying and installing the games. + Automatic updates. Less hassle, better and more secure software, less pain for devs == cheaper software. no more, remember to check for an update find the download link and run the installer crap. - DRM (which is always subject to change- thus games I bought could always be rendered usel
like the sound of most of the changes provided the AI is properly coded to use them (otherwise the game will become way too easy) heros Governors need fixing. As it stands assassin and warrior, over power mage, and governor is useless, as often stated because they can't level when using their power. Easily fixed by either binding them to cities, but not requiring being stationed there or by making them c
played this update a bit but it seems very unstable with lots of crashes and sometimes corrupted saves. Note I originally did the upgrade update. I thought that maybe a clean install of the game would help so I uninstalled deleted all saves and left over folders and reinstalled. Unfortunately, the stability issues have persisted. The frequency of the crashes seems to be one every couple hours of game play.
I've also seen this as reported by jlzignego . Seems to happen any time I load a game in map 2 I get an extra set of heros decked out in their scenario starting gear that they came into map2 with. Loading in map1 was fine. I guess I'll wait for a patch to play through the campaign. I don't want the campaign to turn into clone wars.
I can confirm your report. I also got the elixer in the 1st map. I noticed it had a use button, but I got distracted and didn't use it till the 2nd map, where it also gave me a permanent 'growth' spell effect.
repeated ctr+n still crashes the game (it takes more tries then it did in the last release but still crashes.)
exiting and restarting the game helps me as it doesn't happen to me very often. I've been having this problem for the last number of betas. Restarting the app always works, but I seem to run into it fairly frequently.
hrm hadn't noticed spell mastery resistance had been changed to include spell damage. That does make cowardly far less attractive to the fire-mage. I think vulnerable to magic remains a fairly innocuous weakness: Even with direct damage magic putting a hurting on you.... Few monsters cast damage spells and few factions sport damage mages- so in most of your battles your the disadvantage doesn't exist at all. When it does the targeting AI doesn
Awesome when I find some time to play more I'll give it a whirl :)
scout ability idea++ I've never used scouts, but if they revealed monster intent I think it would be worth it to build a couple.
The text of the obsidian golem when you get near it say something like "I'm waiting for someone more powerful than myself to serve..." Just wondering if that means you can ever convert them to your side. And if you can't, what ppl think of the idea of being able to. Maybe if you build a city next to it and then build a special structure on the golem lair, or do a quest you can get the golem to guard your city
a big cheesy custom build that worked out great .950 The idea is to give me the best benefits I can early game for an insurmountable lead w/o caring about late game or too much about mid game Custom Race: (Amarian Blood) {tarth blood would have been a better pick, for the huge early game bonuses} Adepts &n
rsterlac I like that suggestion, quick feedback == learning possible. Though, it is more how things used to be and a lot of ppl thought it made the game too hard. I always though warnings or zones of control (as in some of the older heroes of might and magic series) were a better way to go vs just making the monsters sleep for x turns and then suddenly w
like The monsters should tell us when they have been roused. Something like after completing outpost-X the workers ran away when they saw that their handy work had roused the mighty dragon from his lair, who won't be satisfied until he finds a city to feed on.
Weaknesses: - Cruel: Can not recruit champions Seems pretty harsh - Cowardly: - 20 to accuracy and spell mastery The trait to pick for fire mages who don't care about such things, effectively rules out any other build type - Inefficient: Constructing buildings take 50 % longer I can't see anyone ever picking this - Vulnerable to Magic: - 30 to spell resistance You could make this -100% and I'd still pick it over all t
I too sense the dangling of population. Most games start out with taxes at none, and maybe bump it up to low at some point only to have to bump it back down to none after I start conquering cities. I actually still play trying to keep population high (I guess, carry over from previous builds where pop was all powerful) but my next game I expect to do much better by ignoring it, and probably ignoring towns too. I can get good money from city gold buildings, and I won't miss the tax
@ CdrRogdan I don't think the distinction can be made between heavy/light armor units given that units are upgradable... Another idea is to increase the availabilty of overpower like spells and abilities, so that there is a strategic trade-off between single units and group units. The drawback to this
Crash to desktop Small map a few turns in just finished fighting some ruffians (I attacked those villains at their camp). The game got stuck in its lag thing that it does when they used their throwing knives. The second one seemed to get stuck longer. I clicked auto-play to get out of it which worked, and then paused again so I could finish the rest of the battle. After the battle the game crashed. <a title="https://www.dropbox.com/s/dafnm1za0o7r5cp/crash%2C%20debug.err" href="ht
In general hero development is fun, I wandering around the world smashing monsters and enemy cities with my sovereign. I also like picking new traits and decking him out with cool loot. I think there is room for improvement though. * When selecting a trait, trait-trees should be accessible. The tree should at least be in the doc. For instance for a while I ignored the quick until I figured out it was actually a tree. Also it should show all the spells you get from selec
also I vote for fixing: Outpost/resource destroyed notification being on the top of list for priority. It is incredibly frustrating, many games have got this right. Just put markers on the map of resources that got destroyed. When you click on the side notification have it take you to the resource that was destroyed, or even cycle through them if more than one, like the enemies in your territory notification. Next up are all the spell damage success rates,
MuLaFlaga has a nice series of pics documenting zoc display bugs https://forums.elementalgame.com/425423 I've run into those as well, those colored triangles projected over the map are annoying.
I find myself adding strategic outposts so that I can see the enemy coming and have time to react. I also can cast my zoc spells from there. mid/late game pioneers are pretty cheep to build for this purpose.
BUG : custom sovereigns can lose their heads, it seems to happen just by letting the game idle for a while and then starting a new game. Restarting the game fixes this BUG : archer arrow, and wizard staff animation sometimes gets confused so that the attack/bolt comes randomly in from the side of the