[quote quoting="post"] The beastlord class and studded collars allow you to convert a bear or stalker [...] [/quote] Several times I managed to snatch an Umbroth (spelling?). Well yeah. The game was practically over by that moment.
Xadie
[quote quoting="post"] The Map Pack We will be releasing our first-ever DLC for a Stardock game. It’ll be an interesting experiment to see what the demand is. Paul Boyer and I have designed a series of hand crafted maps that will be going up for sale in a week or two for $4.99. If sales of this are strong, we’ll look at doing additional DLC packs. A game like Fallen Enchantress lends itself to content centric DLC and so we’re anxious to see
+1 Hope we see it coming in the next Patch ;)
Well to be fair all reviews so far said more or less that FE is a good game . It's not a perfect game but which game is? And BTW the new XCOM has also it's quirks... I just say alien abductions >_>
Please, in the love in all that is nice and fair, please add an border agreement that prevents other players to enter my territory without declaring war and let it take effect whenever the other player withdraws from my territory after I make the diplomatic demand to do so. I'm so sick to demand from the AI players to leave my turf only that they enter my lands just the turn after >_
[quote who="Heavenfall" reply="1" id="3263316"] Otherwise, great review, although I think he misses the mark on the lack of depth in tactical mode since the focus is on strategy, not tactical.[/quote] Well, just judging on the quality game time you spend on tactical battles you can set the game design focus in theory wherever you want but when the actual game plays so out that the player spends considerable time on a game subsystem that appears to be the unloved child in the over
The comment about tactical battles felt lacking was spot-on. But oh well, I complained about that all beta long, so I'm not surprised that Derek hears about that from reviewers. But on the other hand, the game is so quite modable - so the user base can make it better. The only thing I feel is really missing as an modding tool are fitting game modifiers that help abilities to scale with soldier number of the ability using unit. For example Heavensfall request for "Gam
[quote] In WoM, cities could be planned and arranged to look just how you wanted it, and they could also be used as strategic choke points wherever you wanted on the map. They could be placed so enemies could not move past them without fighting, and they didn't need silly designated areas to be built.[/quote] Ehm? It's in the game. Options => Advanced Options => Manual Improvement Placement Works like a charm and i wouldn't like to play FE with
And where is the success chance defined? How is the reward distributed? - In some quests for instance there is a choice between an item and receiving a new hero - where in the xml files is defined which one will the AI receive?
So how does it? I can't really imagine that the AI is going through all the steps the player would. Especially with Quests with serveral outcomes. So are some quests flagged as only player doable or how is it controlled?
Where to focus on? Tactical battles! Tactical battles!! Tactical battles!!! That's the area the game lacks the most and on top of it at least fixable by modders. Even as the majority votes on Faction differentiation - modders could do it just as easily. But the current state of tactical combat is really not that good (compared to other similar games). Quite a few core mechanics aren't we
Concerning initiative as the root of the problem: Don't add artificial init caps for just some unit types. You either can go for a closed turn iniative system, like I suggested before: https://forums.elementalgame.com/417270 This ensures that each unit will move one time per turn. (See, this is exactly WHY i suggested a closed initiative system - even as many declined, i
More scalable effects would be even better, but sometimes just not feasible. Especially when spells work with small numbers. (For example you can't downscale spell effect duration lower than 1 turn and such...)
I'm not that hooked on the attack of opportunities. The rule is to gimmick-like when it is only applied on special units, which have in turn defense against it. IMO scratch it. It also lessens the value of being able to leave ZoC but isn't it that what would make mounted units (/Skirmishers) unique? I only would like attack of opportunities if all units could leave ZoC, but suffer such an attack of opportunity. But only mounted units (/Skirmishers)
[quote who="Tasunke" reply="18" id="3084557"]Well. If spell resist increases both 'resist' and spell 'defense' and if spell power increases both 'success chance' and spell 'damage' (for both stats to affect both types of spells) then I'd be happy [/quote] I'm not much into the hit or miss concept of resist able spells as they are now in game. I would prefer more along the lines of: if the spell is not resis
[quote who="Tasunke" reply="4" id="3084488"]I think more important than "tac move at 1, tac move at 2, etc" is to make ZoC more powerful. For non mounted units to be unable to leave ZoC. (or has some have said, need an agility check, and if fails, enemy gets an attack of opportunity and no movement is made) In this way, a defensive line could be much more 'defensive' (regardless of what tactical speeds end up being)[/quote] Yes yes YES! Everything tha
[quote who="Tasunke" reply="14" id="3084538"]Hmm. Upon playing the beta (some more), and reading in-game descriptions ... I'm thinking Spell Power only reduces the target's spell resistance [/quote] [quote who="Wizard1200" reply="15" id="3084541"] Quoting Tasunke, reply 12Doesn't intelligence already increase spell power? Yep, but only spells like slow can be resisted and the spell resistance does not work against damage spells[/quote] <
I agree on that. It would be really helpful if the Devs release a in dept tactical combat mechanics explanation paper to all important stat checks and how they affect the actions units do. So this is: attack vs. defense accuracy vs. dodge appliance of critical strike spell power vs spell resistance (and how the outcome effects spells)
[quote who="Tasunke" reply="12" id="3084288"]Doesn't intelligence already increase spell power?[/quote] Now, i found it really muddy to judge what Spell power vs. Spell resistance really does. Ok, on some cases it's just resist or not resist - so entirely a binary effect, which by the way, I don't like at all (binary effects that is). But then how does Spell power effect spell damage? Does it effect at all? I have my doubts about that. What is with debuff spells th
I suggested in another thread to let spells scale with intelligence as well. Would lessen the dependance on shards for spell casters. ... Thinking about it, stepping away from sole shard scaling also lessens the snow ball effect that happens if your doing good in a game. As more cities leads to more shards which results in more damage in battles makes it easier to conquer another city and snow balling to victory. ;)
Should the guys at Stardock have some spare resources, it would be awesome if they use some of it to create additional skins for Weapons and Amours. Or even complete additional alternate looks of the same armour or weapon. As the game progresses, my soldiers, as well as the enemy ones, just look more and more a like. The actual variation between units is so slim that it's basically not possible connect to them, as they all look pretty generic. I know that other issue
[quote who="Tasunke" reply="46" id="3084056"]MoM was not balanced, however it was a fun sandbox.[/quote] I agree.
,,currently the luck is very important," I agree. It would be allright if the player has been given tools to handle bad luck more effectively. Check out my posts about my "summon hero" & "alter shard"-spell => https://forums.elementalgame.com/417771 [quote who="Tasunke" reply="4" id="3081528"
[quote who="seanw3" reply="5" id="3083020"]Trained units are supposed to have one standard attack. That is the design scheme. [/quote] Which doesn't make it a good design scheme. Even good old Master of Magic [published in 1994] has more to offer on different "weapon properties". Don't get me started on what was possible in Age of Wonders series [2000; 2002; 2003]. Now we write the year 2012 and the game still tries to catch up what others offered bef
[quote who="Kantok" reply="18" id="3082788"]If you're starting position is bereft of heroes, maybe your kingdom's strategy should be one that isn't dependent on heroes? Just a thought. [/quote] Yeah, skipping up one of the majors features because of a random seed value sounds like fun. And there is nothing you can do about it. On top as heroes are potentially the strongest units in the game right after the sovereign missing out on them will lead to los