WOM had both magic and tech research and It was a bit too much for me. I hoped that they would get rid one of them in FE, and they did, just not the one I hoped for. Research in FE is much more fun than WOM, but I wish they went the MOM way, that is magic/spell research. Researching two techs just to build a gold mine is painful, so I agree with all those that said that alot more of the starting techs should be unlocked.
darklander0
Good post. [e digicons]k1[/e] Killing the shop sounds a bit extreme. Maybe a simpler solution would be to limit the amount of maximum gold you get for an item by the level of the city. So for an example level 1 city shop good can give you max 50 gildar per item, level 2 150 and so on. I think it would give you an interesting choice, you got extremely valuable item that you can't use, will you cash it immediately for lesser amount or wait till y
I like it. [e digicons]k1[/e]
good ideas [e digicons]k1[/e]
good stuff [e digicons]k1[/e]
[quote who="Alstein" reply="22" id="2872975"]One thing I wouldn't mind seeing, is "dungeon" type goodie huts where you can send adventurers, and have all sorts of various things happen from that, kinda like the lairs from FFH, perhaps though with several of those effects rolled into one: like adventurer gains 2 level, finds a +1 shortsword, but is having to run from a dire skath. You wouldn't know the effects until a few turns later, during which time the adventurer is unavailable (migh
[quote quoting="post"] 47. Fixed a bug with lifesteal that caused the caster to lose hit points. [/quote] Wow I didn't even notice there is a lifesteal in EWOM but it's good to hear it is fixed. What is it, a spell or ability? Anyways keep up the good work guys :-).
Good ideas. Another way to deal with invulnerability would be to keep the current system but add critical hits that ignore armor. Chance of a critical hit could be based on some underdog stat like dexterity. Actually it could be made as a difference between attacker's and defenders dexterity. Higher the difference in favor of attacker, the greater is the chance of a critical hit.
Elemental v1.11 bug/exploit: Demonic Ally(Summoning L4) has Blink and Arcane Doom once per three turns. When attacking kingdom cities you get a tactical map with a row of impassable houses and a Windmill in NE corner. You can Blink Demonic Ally behind the houses and then commence with Arcane Dooming ... poor kingdoms...destroyed by the Enemy Within.... :-)
Elemental v1.11 spell bugs I noticed: Contagion(Death L4) does no damage. Demonic Ally(Summoning L4) has no spellbook picture. Eyes of Eagle(Air L1), next turn after casting a fog of war appears around the caster. Summon Earth Elemental(Earth L4) summons a Stone Giant, in the Hiergamenon description is a reference to a Fire Giant but should be Stone Gia... Earth Elemental. :-)
I like the OP idea. Furthermore why not add the Adventure/Dominion tree to Arcane research, creating two distinct paths. Mundane path of inventing future technology consisting of Civilization, Warfare and Diplomacy. Arcane path of discovering mysteries of the past consisting of Spell Research, Magic and Adventure.
[quote who="jecjackal" reply="9" id="2848753"] However with a defense reducing approach, any weapon is viable. [/quote] I agree with you, I meant 1 damage point rule as an addition to defense reducing approach not instead off. As I see it 1 point damage rule is important in the early game, in the late game when units have tons of health it becomes insignificant.
Good post, good ideas. The one thing that does concern me is the strength of armor in EWOM 1.1. Currently a unit that has 20 or 30% greater defense than enemy has attack can defeat hordes of enemies without taking a scratch. So I would definitively go for defense penalty when an unit is flanked , furthermore I would propose than each non dodged attack when totally blocked by armor does one point of damage, with that mechanic,
[quote who="BoogieBac" reply="2" id="2844450"]Champion's come with 'default' equipment, meaning those are the items that are used if nothing else is filling that spot. Not trading these is as designed. [/quote] I personally find the 'default' equipment confusing when I look it up in the inventory. I was wondering why you can't trade or sell these items, now that I now the reason, I would like to know could it be possible to make the default equipment invisible in the invent
[quote who="Gwenio1" reply="22" id="2821944"] Quoting darklander0, reply 21...For example 10 Strength would give you 1% bonus to you warfare tech research. Huh? No. Why would it?[/quote] I think it makes more sense in a thematic way. Let' say you're building a Warlord/Warrior Sovereign and you put a heavy focus on your Strength I think that a small bonus to Warfare would be nice because in a thematic way it shows your Sovereigns d
"....and Intelligence is the " magic " stat...." Could Intelligence be renamed to Magic, I personally think that would be more immersive/intuitive name now. "....There are now 5 base stats and..... 5 tech tree branches ...." I think it would be nice if every Sovereign stat gave you a small bonus( n/10 %) to research to it's correlated branch(Strength Warfare, Constit
I personally think that would be a better system. What I see as pros of the new system: 1) Shorter tactical battles. It will effectively halve the time of hand to hand combat in situations when there is a counter attack. 2) It will make battles more challenging . 3) There could a new special ability called "First Strike" that works as the old system, so the old system could be kept as a sm
[quote quoting="post"] ...Our tactical battles are very much like Master of Magic except that units have morale and there are terrain bonuses.... [/quote] yesss... [e digicons]:)[/e]