It never updates.
Kantok
[quote who="bpalczewski" reply="22" id="3149153"]No playing for me ... I made a mental resolution i am not playing this game anymore till they fix health bars and damage information to be shown properly ... [/quote] So you're not going to play the beta because it's a beta?
Both are in the same battle on the first turn of battle after my unit has self cast Noble Legacy. The tooltip for my unit generated by mouse over of the initiative list portraits does not show the hit point benefits from Noble Legacy, however looking at my unit's detailed stats on the unit card, it shows that the Noble Legacy benefits have been applied. I'm not sure if the benefits aren't showing in battle tooltips because the battle is using unmodified stats, which me
[quote who="Alstein" reply="5" id="3148793"]I think the best idea would be to get rid of the Life/Death mechanic, and use Life for both, or some other name.[/quote] Why?
I think this question is useless until we see what the city changes hold and if there are any associated outpost and map generation changes. Those are big issues. This is a balance issue. There's no point in worrying overly about balance until we have all the major systems in place, which we don't at the moment.
Same here. In my current game I've done it a few times and have a Kingdom Sov with Death 3.
The tooltip for my Sovereign is not updating with the hit points granted by Noble Legacy during battle. See below.
[quote who="kapeman" reply="13" id="3148297"]I find blizzard to be extremely effective, at least in .912. It has greater damage and a larger area of effect than fireball.[/quote] Blizzard is 4, not 3 like fireball. It should be a more effective spell. And anyone who thinks fireball is a bad spell, probably isn't using it right. Once the game is all balanced out, fireball will have to be weaker vis-a-vis trained units in some way. Otherwi
So I'm unable to end my turn. I have an army of three heroes that are on route to a destination, along a road. They still have 1 movement point left and there is nothing blocking their path. If I try to change their destination, nothing happens. They are animated as if moving, but standing still. The army in question is in the picture below, as is their destination square. Giving them the guard command, did cancel their movement. <a href=
Question for the masses. Do you think casters in the midst of casting a spell (those with cast times: fireball, storm, etc) should lose their ability to counter attack if they are holding a bladed weapon?
The quest text is incomplete for the update after you kill the ogre's in the ancient village.
[quote who="Kalin" reply="1" id="3146648"]There's definitely some odd quirks with it, but I think that Tarth outpost? woke it up and now it's beelining for a city past yours. I have no idea why it does this, I've always thought it should be territorial (and to be fair, a lot of times, it is), but sometimes it'll pick a target really far away and just goes there, ignoring everything else on the way. You could toss some units or outpost up in it's path, and it'll run it
So is there a spell that empties the world of all its oceans? Otherwise, this may be a bug:
The drake and its army, pictured below, is 11 squares from its lair. It's lair is unguarded. It's description says it is drawn to things of magic. It has passed by four of my shards and my city as well as ignored another kingdom's shards that are two squares from its lair. Not really sure what it's up to. A vacation maybe? It's clearly not running from anything, since it is more powerful than either of the two kingdoms around its lair. &
I feel comfortable saying that the game has improved significantly in regards to monster aggresiveness towards AI units & cities. However, this situation here seems a bit out of sorts. Out of pure dumb luck, I happen to be standing in that same square highlighted in the picture as Markin came up escorting a pioneer and founded this city. Notice the Slag is
Custom Sovereigns' animations don't work. I have created a caster Sovereign who uses the same idle caster animation as Procipinee, but has no magical effect in his hand.
Good idea in the OP. For non-spell casting traits, it could perhaps show the changes in the underlying stats as well since the standard level up screen doesn't show Accuracy, Dodge, etc.
I am able to build docks on land tiles. The improvement on the south side of the city is my dock that I am in the process of placing. You'll see it is currently not on a river square and that there are two total squares that are not river squares where I'm able to place the dock. See below:
Tilda Herbs are not available in tactical combat like other hit point restoring items (salted pork, for example).
Now that other heroes are going after goody huts regularly, it's a bit frustrating to clear a monster lair or a guarded hut and have another faction's hero come along and swipe the hut you just finished fighting over because the fight used up your last bit of movement. If I clear a hut/lair, presumably I was fighting ON that hut/lair since I attacked the defenders. Even if you don't move the spot of the battle, shouldn't you get the loot from the battle? &
[quote who="UmbralAngel" reply="3" id="3145428"]There is no difference between miss and dodge, its all in your head. I understand that you are confused, but the only way to change it is to remove the text that says "dodge" and replace it with "miss" I personally don't think its worth the effort to change. Its a game, its not a combat simulator... its not trying to model all the intricacies such as whose fault it is that the attack didn't connect (which will not be absolute
Yes, I understand how the calculation works. However my unit missing on a swing is not the same as the enemy dodging a swing. That's part of my point. If it's a miss, rather than a dodge, it should say so (if that is what the repeated dodges are attributed to). It's logically inconsistent, hell it's flat out jarring, for a unit with 0 dodge to dodge me five+ times in a row. The results the game is showing me do not jive with what the stat
How about an international magical item market?
[quote quoting="post"] Just installed the new beta build and got irked so badly that i'm here on the forums and the game is off within the first 10 turns no less. I just started a new game and on a medium map Verga started no less than 10 squares away from me. Thats not the problem per se, however I proceeded to watch him B-Line and beat me to 4 goodie boxes and kill one of my possible recruits right in front of me. He even split up his 2nd general/companion to take a 5th
The human player should certainly be the first to move in the game. You shouldn't be attacked before you even have a chance to do anything. However I seriously hope they don't tone down the monsters. If the world is supposed to be dangerous and is supposed to be one of our chief enemies, then the world needs to be dangerous. Not faux-dangerous.