Fire Tempest Staff: 5 Fire Ranged Attack in a radius of 1. -5 Initiative. Orb of Healing: +50% to Healing Spells. +2 Intelligence. Staff of Benediction: Can cast Lay on Hands-Heals 12hp (+10 per Lifeshard). 5 Blunt Damage, -1 to crit, +4 Initiative. Shaolin Quarterstaff: +15 Blunt Damage. +1 Dodge per level. +8 Defense. +2 to Initiative. Staff of Regeneration: +4 Regeneration per turn. +12 Blunt Damage
seanw3
Warlord: All heroes receive Path of the Warrior. Bandit Lord: All heroes receive Path of the Assassin. You would still get to choose a second path at level 4.
Warlord could give +25% XP to whole army. That would make it more viable to use more than one hero in the main army.
New Video showing an interesting late game happenstance. This is really shaping up to be a game overflowing with twists and turns. Fallen Enchantress: Manifest Destiny
The only unit in my realm is the Spear Maiden and unarmored menageries. Would it be acceptable to send them my unit designs?
It needs to subtract a percentage instead of -4 each hit. I have a unit with 46 accuracy that can do too much damage with it. It pales the other weapons options still. And for that matter, it should be priced way higher. Currently it does better damage than lots of late game weapons and is only worth half the price to sell.
Aegis Bracers: Defends extremely well against ranged attacks a la Wonderwoman. Maybe +6 Air Dodge. Throwing Axes: Ranged Cutting Attack of 6. +1 to crit. (Would be an Ability) Shuriken: 4 Piercing Damage. +50% chance to crit, +3 to Crit Multiplier. (Would be an Ability) Staff of Storms: AoE has a 25% chance to do 15 Lightning Damage in radius of 5. (Would be an Ability) Normal attack is 12 Ligh
You know that you can use outposts to build roads wherever you need them? Just research Economics.
I agree. For one thing I think we need an entire dev post about how the damage mechanics work for this. We should also be able to get 3 or 4 traits that increase the power of these staves throughout the game.
Capitar had leather clad Spear Maidens by the hundreds. It is a bad strategy when they just stack them and use wave attacks twelve times. Watch the second video in my Tarth Rising series to see what I mean. They never landed a hit. It would have taken heavy armor to near my front line. Admittedly I was holding back to use my Masterwork Bow Archers, but shame on them for not putting any armor on their mages or archers either.
You can upgrade to a better weapon or armor, but not unit size. I too find it strange. Spell Mastery makes a spell penetrate Spell Resistance. Healer was the right choice though. [e digicons];)[/e]
I noticed this too. Capitar should be all about armor.
I know, too long. The frame rate was fine while I played, but the videos are laggy. I just started using an new recorder for this. I will see If I can't boost performance. The second video is all action, but I intended people to just skip through since every battle is the same. Hope a dev has some patience and a good internet connection. I think it might be better to just record the battles. Gonna give that a try.
There are two.
This is very important. I am running Vista and have been clicking cancel when the checking for a solution thing pops up. I assumed this feature was smoke up my ass, but you are saying it will send you a report? Please make that more clear if that is the case.
+1 per Lifeshard ...
Interesting videos. I notice that your game is much smaller scale than mine. But you really bring a good voice to the action. Always fun to watch.
In order below is some more from the game I am currently playing. Lots of feedback here and some bugs and issues with the game. The major highlight is how overpowered units become as they level. Gaining Accuracy per level is bad. Gaining Health per level is enough of a bonus for units. You would be surprised how many units I kill in this series. These are some long videos. Feel free to skip ahead if you are just looking for some good battles. <a hre
I am playing on "Mountainous" and there are no quests at all. I am an avid scouter. At least I have Wildlands though.
Epic pace bothers me because The early game precludes taking cities until catapult and you often end up just sitting there. Playing on normal makes the game play correctly, but you only spend 50 turns in the early era, which are the best ones IMO.
Gold is kind of balanced, but most of my GDP comes from selling hero items. Late game economy is better balanced than early game IMO.
Hill Mine: Works the same as Windmill, but requires adjacency to a hill. +10 Production per Material. High Labor cost.
If the question is one of tracks to take, I vote excellent. Direction is flawless, just need to continue on.
I agree. There is a lull in interesting choices after I place a city. I have lots of factors to consider terrain wise, but as soon as the city is built, it is pretty much just defining a build order for the level one buildings. At level one and two we should be defining how we want a city to specialize. Have a building like Workshop, which every city needs be three buildings that are mutually exclusive: Toolsmith Workshop: +10 Production per Material. Masonry Worksho