Played a game on challenging, though I'm only early into the game. AI heroes and armies are much more active early game. This is only one game worth of observation, but I played 7 games of .912 and never saw nearly this many wandering heroes. They actually grabbed goody huts. More thorough attempts over the weekend, but this was an encouraging first 50 turns.
Kantok
Dogs with zero dodge are dodging like crazy. Not sure if its a semantics problem or a bug, but it is jarring to have something with zero dodge do it frequently.
The idle speed for 2x animations is the same as 1x. However the idle speed for 5x animations is significantly faster than at 1x & 2x.
The analogy makes perfect sense, although I guess if I have to explain it's not a very good analogy. If killing a spider is your goal, there are many ways you can go about it including using your handy shotgun. However the shotgun will have all sorts of unitended consequences, like destroying the surface the spider was on, leaving a bad smell in your room, disturbing the neighbors, etc. The current system we're talking about is the same thing. Sure,
I don't think this is a problem with world generation. If we want, as everyone in this thread seems to agree, some mechanics for walling off territory or forcing enemies through choke points, then one tile wide isthmuses and one tile wide valleys are a good thing. They are strategically valuable pieces of land because they give you a natural point to wall of your lands (that the enemy must use war or magic to get around). The point is that if I sign a Non-A
[quote who="Bellack" reply="20" id="3143215"]I don't see a problem here. I don't want them to allow you to walk into someone's territory unless your given permission. Perhaps like in other games where you can make a treaty to allow passage through the land. [/quote] Firstly, you already can walk into someone's territory without permission. Brad has repeatedly mentioned that he likes the mechanic that you can try to sneak through other faction's ter
Please keep the medium level monsters spawning early and potentially near the city. The challenge of the first 50 turns is one of the things the game has right so far. It's a hostile world. You SHOULD have to deal with a potentially badass (for the time in game) monster showing up. If you don't, then how the hell are we supposed to feel like its a dangerous world. "Sure, it's a dangerous world full of monsters. But magically no
She was level 2, 283 turns in. So after she surrendered, I fired her.
[quote who="Glazunov1" reply="7" id="3142057"] I'm not sure if this is the AI not leveling their heroes properly or if she just had shit luck in the random trait selection department. Either way, something should probably be done to ensure that heroes, and Sovereigns especially, develop according to their lore and character. At least moreso than Procipinee did here. I suspect the AI couldn't find a decent melee-type champion, hadn't gone with the
[quote who="Humility" reply="6" id="3142050"] be careful what you wish for, LOL.[/quote] What?
Same game, 283 turns in. Ceresa just surrendered. She had the third most powerful faction in the game behind me and another custom faction that the AI is playing. Same problems with her, only worse. She was only level 2, no magic talents except the ones she started with. Not sure how her faction got to be so powerful with a level 2 Sovereign.
So Ceresa just told me that the Oracle demanded she declare war on me. So we're at war. I immediately go back into the diplomacy screen and demand her surrender. And she does. Something tells me that Ceresa has a shitty Oracle.
Another oddity I noticed after checking out Procipinee's inventory after she surrendered. She was using a plain old staff with 4 Blunt Attack and -1 Crit. In her inventory she had the following three items: Queen's Staff - 4 Blunt ATK, -1 Crit, +6 Dodge Dagger - 6 Cutting ATK, +4 Init, +4 Crit, +1 Counter ATK Sharp Dagger - 6 Cutting ATK, +4 Init, +6 Crit, +0.5 Crit Multiplier, +1 Counter ATK. Glyph Round Shield - 5 DEF, 6 Spell
All (I think) of the Wildlands are bugged at the moment. I just continue to post the problems with them as I find them and figure they'll be fixed when they get to them. In regards to Vetrar (the big ice guy), I've cleared his area completely of mobs, as well as those than wander just outside his territory, on more than one map and haven't been able to settle anything. The Wildland border never fades. It's that way with every Wildland I've
Procipinee's history includes the following quote: "Daughter of Amarian III, Queen Procipinee of New Pariden remains the greatest channeler of the New Age." Amarians blood trait gives them different bonuses for each one of each shard type they hold, for additional hit points, initiative, spell resist, and spell mastery. Pariden, being a magical powerhouse faction, has starting traits of Adepts (harvest shards as soon as the game starts) and Enchanters (access to magical equipment and book
The other possibility for balancing it could come from changes to outposts. Frogboy has talked about his wish (not necessarily Derek's though) for more complex outposts. Surely at that point there will be maintenance costs and/or other downsides to too many outposts. Some sort of negative from building outposts would probably go a long way towards balancing the spell, though maybe not far enough. Worth considering though.
[quote who="Gammit10" reply="12" id="3141247"]I am having the same issue and posted about it here https://forums.elementalgame.com/420511/page/1/#3140373 [/quote] You're post is an even better example of why terraforming isn't the answer. You have a small starting area limited by the hero blocking a single wide piece of land and if don't start with Earth spells there's a reasonab
[quote who="Kalin" reply="8" id="3141165"]Well that might just be the point, everyone tend to neglect terraforming spells, and here's finally one occasion when they are actually useful for something. Perhaps it's made that way so you might pick them up? I mean, if this is the obvious, and easy solution, then what's the problem? As for the movement through peaceful nations. I might not want someone peaceful to go through my territory, but don't want
[quote who="Kalin" reply="6" id="3141137"]Put it this way, we can't even go through squares with OUR army in it (try filling up a city with your units, and then try to walk something through it), it'll walk all around the world before trying to go through that MASSIVE city. I understand your point regarding non-aggression pacts, and I can see they might change that, along with the silly city behavior. But unil then, use terraforming spells. However, I completely disagree wi
I believe, someone correct me if I'm wrong, that challenging AI is the best AI where the computer players don't receive bonuses. If you go up to Hard, the computer heroes get x2 hit points, for example.
[quote who="StevenAus" reply="4" id="3141018"]Doesn't the description say that it starts a fire on the square that lingers for 10 turns?[/quote] Yes. The fire graphics linger for the appropriate amount of turns too. This was after they had faded. The final one, that I did just to make sure I wasn't nuts when I posted this, was at least 50 turns later.
[quote who="Lord Cobol" reply="6" id="3141042"]Very irritating. I'd much rather fight 1 or 2 huge battles and 10 little ones -- and I've had that many in one spot in .912. The new movement cost makes it a little worse. And it also irritates me that when I left-click on the enemy stack repeatedly it only alternates between showing me 2 of the units instead of cycling thru all of them so I can see how many times I will have to fight. I don't think it cou
[quote who="Kalin" reply="4" id="3140737"]It only works if they actually block some clever pathway, but that rarely happens. When I see this, I just walk right around them, let them attack me and waste their movement instead of mine.[/quote] In my particular situation, they were in route to take back a city I just conquered so if I'd gone around they'd have kept going, likely formed into an army somewhere down the line, and taken the city I'd just left.
[quote who="Kalin" reply="1" id="3140739"]2 words: Terraforming spells[/quote] One word: Irrelevant. One square is big enough to form the heart of a city. One hero standing in the equivalent amount of space should NOT be able to block all passage through that space. Especially when that hero (or army or whatever) is not hostile to me. As for the outpost in the second screenshot, I have a non-aggression pact with Tarth, meaning we can freely travel th
[quote who="leeboy26" reply="1" id="3140561"] Did you cast firestorm on Vetrar's stack?[/quote] Yeah. Is there a known bug with firestorm lingering?