[quote who="relmich" reply="5" id="3216361"]Yes it can be quite fun to run around with a beast army, but it is difficult to use that spell at times. I think that if the range of the spell is to stay at 1, than the casting time should be instant rather than 1 round. Personally I would like to see the range of the spell move to 2 or 3 with the casting time remaining at 1.[/quote] Yeah, it's harder to use than the similar Silver Tongue (Diplomat) ability, although that costs influenc
MisterAedan
Started an Altarian game in the latest beta and researched up to the Henchmen tech. They're vastly improved (as is, by the way, the unit design screen - traits are laid out far better), mainly because they can now have mounts. So I'm thrilled with that & can't wait until I have a few of the little buggers running around and levelling up. Even back when they were buggy I had a level 17 guy (who had started out a support unit to one of my proper heroes) charging around the scrap
[quote who="Javaslinger" reply="18" id="3216348"]I had a faction offer a trade of 53 civilization for 53 civilization... bug... which I declined.. and moments later it offered it again... bug...[/quote] That's actually a legit trade - you would both gain those 53 points of research and add them to a (random?) tech, so you both benefit. But the thing with them coming back again the next turn, and the next, with the same offer is definitely a weirdness and sometimes an annoyance.</p
+1 more for editing both custom sovs and custom factions.
[quote]WOW. Really like how ‘2 population’ was sent to the imperium fo a reward to my first combat. Encourages RPG to grow your empire.[/quote] [quote]Umm…okay, I just left my ‘island’ and came across a 3x3 area (no way around) of 8 bandit camps. What’s with that??[/quote] As you probably quickly noticed, so many bandits near your starting area is like Magnar Christmas. Slavelings! [quote]K, this is stupid. Ceresa wanted me to back
[quote]Fixed bug where a monster would be running to another tile when the player attacked[/quote] YES! God I hated this so much - pin monster with tremor, attack monster next turn, kill monster, monster runs onto outpost anyway. Being shot of that could be the only thing in the patch and I'd be happy. [quote who="seanw3" reply="17" id="3214661"]Fixed Save Corruption is probably the biggest understatement of the year.[/quote] Hell yes. Been waiting for this one.</p
[quote]-Blood Line traits are unbalanced. Trogs for example get +20 strength and +1 attack, but other races like Quendar who get 50% fire resistance and cold vulnerability don't even qualify as buffs. Maybe give Quendar +1 initiative and make Trog units more expensive.[/quote] Personally think that the Quendar could just get the 50% fire resistance with no downside - fire weapons and spells are pretty common so this would be a noticeable benefit. [quote]Ice Elementals are
Agreed, this is one of the (few) things that really bugs me, mainly because I'm not strong-willed enough not to abuse it. Point 1 is the critical one, really, as it's what makes it cheesable - it should really be harder to get than a peace treaty, not the other way around. But also a general +1 to everything else mentioned.
Oh yeah, it's so annoying to have to go around these buggers. +1.
Below is a photo of Magnar at Level 1 with Path of the Warrior and Merchant. This is presumably how all those Warrior-Assassin sovereigns start out (that they always choose Assassin at Lv 4 being a separate but related issue). Reporting this as while it has been reported before, it's the first time I've caught them at level 1 rather than later in the game. A minor annoyance, the extra abilities bug me a little but really it's just sad to always see the warrior-assassins ra
Haven't played much of Beta 4 yet, but there have only been a couple of cases in previous games where any of my cities have had a chance to sit idle - there were always useful improvements to be built of one kind or another, and the backwater settlements that didn't need to churn out troops also tended not to reach high levels and get the better buildings. Then again, it also doesn't help that I never get to the late game on large maps any more due to the load save/crash b
The game I'm playing at the moment is interesting, with a lot going on - Reliquary items popping up all over the place (Wooden Sword, Shield of Many Fates, and I saw an AI champ carrying the hexed demon scroll around), several Stormworld champions running around, a poison river, and the Frost Giants having suddenly emerged from a slow start to being a seriously lethal-looking faction. The only bug I've spotted is that some cities seem to have invisible rivers next to them & can bu
[quote]One of the weaknesses is cruel, which gives you a +1 attack, but makes champions 50% more expensive. My question is if you take both of them doesn't that just give you a +1, with no cost champions.[/quote] I think it gives a champion who has +1 attack and a 50% discount on champion rates (the free champions comes from a -100% discount being applied, so when this is added to +50% it ends up as -50%). Not quite as awesome, but still abusable. When Natural Leader on
Hey, just ran into my first Angel champion, there's a typo in the Angel Blood entry as it appears on the level-up screen: Also, the Angel New Faith ability trips the bug which causes a champion not to have spells if he goes first after a spell that automatically casts at the beginning of combat (sorry, I can't think of a better way to put that). S
[quote who="seanw3" reply="25" id="3190463"]Right now the early game offers few monster related limitations to expansion.[/quote] I dunno, I can normally secure one expansion site fairly quickly but unless I'm very lucky any sites after that are perilously close to slags, umberdroths and other beasts that are way beyond my ability to fight early on, and which always attack my cities if provoked; others are guarded by really serious enemies like drakes and shrill lords who are a th
Those changes look great - my next game was going to be as Gnomes but I might have to give Frost Giants another go now to try out Towering Lords...
It doesn't seem to affect small maps (so far) but yeah, it needs fixing fast as it pretty much kills playing big, epic games.
I started playing a fast-paced, small map game as the Shadows, against the Golems, Undead and Centaurs, and it's running incredibly smoothly, with the four races closely balanced (there's a 20 point power gap at the moment between the Centaurs, who are strongest, and the Undead, who are weakest). I love the way the Shadows look and play and haven't encountered any problems with them. The other races are performing strongly too and don't seem to be having any troubles I
Yeah, I added them to one of the existing threads ( this one ) but I can create a new one if that's more likely to be seen.
Yeah, had this too on a large map - save and debug , in case they're helpful - and what I think is the right zip from the program data folder...
[quote who="Heavenfall" reply="151" id="3187374"]Had a chat with seanw3, he's running small maps now as well to avoid the memory issue in unmodded games.[/quote] Yeah, I've just had an interesting unmodded game ruined by this. Going to switch back to smaller maps for a while.
No, I had deleted the files - and I'm pretty sure I've seen it once in the unmodded game too, although I didn't know what I was looking at at the time.
First up, the injuries look great, and I particularly like the Angel ones! Secondly, I've been playing a game as the Undead and when I loaded up again, the game started crashing at turn end or at save. Save game is here and debug is here , if they're of any use to you. I was actually very surprised as up to now the mod has be
I've had a hell of a time trying to reproduce this, mainly because the AI isn't unlocking city hexes - all four of the Empire AI sovereigns take the same set of abilities (paths of warrior & assassin, 2x strength, merchant, and any combat abilities that pop up) and none got beyond level 8, so no-one is getting Death III (which is what unlocks Antipathy, I think?). Karavox eventually dropped 3x Frozen Bones on me over the course of three turns, but by then it was later in the game
Some feedback! I started a game with a custom Urxen faction using Kennel Masters, Dogs of War and Xenophobia (along with some regular abilities: Assassin's Tools, Archers and No Armor).Trying to design a more distinct, bestial Umber that relies on warg riders, monsters and mercenaries rather than heroes. DoW seems to work fine, so far, but haven't really put the mercenary trait to the test. Kennel Masters is great, although I hadn't realized that the Companion War