Mantles are only in strategic map spellbook.
seanw3
In the last game's beta we got to .98 and then went through 10 new builds after that. The numbers getting higher seems to relay information about the broader game aspects being finished, such as crashes, memory use, UI, settings, and overall design. The sooner we get to .99, the sooner we can expect to see the smaller details get addressed, like faction difference, improvements mattering, AI intelligence, lackluster citylevelup, spell additions, leveling refinement, path variety for heroe
Having 3 research areas progressing at once is not probably going to be considered as it would take too much time to implement given the current stage the game is in. Same with 3 production lines. It would also be very hard if not impossible to make a mod for. I like the idea, but it doesn't seem realistic from what I know about the devs' direction for the game and the underlying engine they have been working with. There are, however many ways this concept could be implemented better.
Obviously we won't get it this week, but when can the public beta expect a new build? If it will be another month or so, that is of course fine, but could the devs at least give us some inklings on what is happening in the internal process? How is the conversation going?
As I understand it, every crash you have will be sent to support automatically.
And there needs to be some wizards that are living in a wizard's tower.
Well this was supposed to be a surprise but I am working on a mod that adds text adventures to the game. They are quests that have several choices and can span up to 10 goodie huts. I wonder if the devs would be interested in doing some for the core game?
Way to expand that! I love it.
I don't like counterattack as a stock ability. Make it a trait that can be added at some point for +1 counterattack. Then have a faction get +1 counterattack for all trained units. Then make a few weapons, like Staves, that get +1 counterattack. That would be more appealing to me. I also think we should be able to get more traits as the game progresses.
Each faction having unique walls would allow the user to make some city based distinctions. That is the major part of what you see. Also, each faction needs a unique cityhub for their capital. Capitals should not be the same as every other city. I loved this part of that link: Conclusion Most soldiers on the battlefield would have been at risk from the longbow. The average archer would have had the tools to wound or kill most armour types
[quote who="DsRaider" reply="21" id="3094806"]I think that instead of tons of little custom things like items which are really only visual in nature the actual play style of factions could be made more unique more efficiently by giving factions better and more powerful traits that allow them to implement unique strategies. [/quote] There are certainly parts of what I wrote that are more immediately important to making the game play different. One of the major problems people have
I can make a mod that does this, so they should be able to do it too. [e digicons]^_^[/e]
Just updated the OP with a chart showing how Tarth should get special weapons, armor and traits throughout the game.
One thing that would help is making each champion into a lair with an encounter. For those who don't know, and encounter is the game definition of when you enter a battle during a quest. That way, the hero you are attacking can have minions to defend him and some better equipment and health. Make each hero attack more like a boss fight with high risk/rewards. It should no be so easy to wipe them off the map.
I will edit the OP to make things a little more organized. It is time to do away with the rough draft. RE: Woodsman No movement penalty in forests would be better as a spell or item that everyone could have access to. Forestwalk, Boots of the Zephyr, and Riverwalk should be assumed items in this game. I would rather see Tarth be unassailable when in their own territory and fighting in a forest. They should only have a slight advantage in forest tiles that they do not kno
Could Longbows penetrate heavy plate? I think even on St. Chrispen's Day those arrows were mostly effective against horse armor and hitting weaker areas between plates. The advantage was in killing their horses and generally knocking the brave knights to the ground, where daggers were used to reach inside the armor and cut major arteries. I think it was effective in history due to large numbers of arrows and the concussive force, as well as lucky hits on weak points in the d
[quote who="DrAtomic1" reply="12" id="3094526"]Ideally each faction has a set of spells, abilities, army weapons (flaming swords) and effects that are unique to their faction and upon creating a new game all factions get assigned a couple of those but not all of them out of their faction pool. In that way the factions are unique but also unique game to game.[/quote] There are alot of players that have expressed annoyance with this way of doing it. If they pick Tarth, the fac
The term I came up with for the weapon is Hasta. It is the roman term for a one-handed spear used by the phalanx. I actually just made one and put it into the game. Very fun addition. I made it a unique weapon for Kraxis, Yithril, and Capitar. It made sense to me to make it available in the later tiers when tower shields are used. I made mine a little more vanilla, 10 damage, 12 weight, 66% ignore armor. Otherwise I would have to balance the rest of the weapons against it. I also added some d
[quote who="Frogboy" reply="7" id="3093744"]During different seasons of the year I try to do different types of books. Spring and early Summer: Fantasy Mid to late Summer: Business and Science Non-Fiction Fall: History Winter: Sci Fi I change it up each year but it's just a weird little thing I like to do to make look forward to "the next season". Brad .....it's called 'sleep'. You should try it some
A thousand times yes!
Lol. These are mostly for the devs, who do have 50min to think about how people think about this. I probably should have split this up into 3 parts though. I tend to get carried away. [e digicons]:grin:[/e]
I think a logical solution is to increase the bonus we get from Constitution. This is the current hit points equation: (( UnitStat_Constitution * level * 0.3) + 3) * troopcount Constitution at level one is divided by three. That means 10 Con gives 6 because the number is rounded. The problem is that adding or subtracting Con will not significantly change the value at level one. It also stays about the same even when adding 5-10
Another video about what i have noticed about the imbalance and issues with starting a game and choosing or building a faction and sovereign. Video Here
You should try to make the game crash and send the data to support. Most of the time this problem is from configuration. I have a far worse dual core and I run this game great. Also, it is more likely to be the cities than the trees.
What processor are you running?