Life is good for boosting max health. I do think it needs a makeover though. I reMoMber when it was terrifyingly powerful.
seanw3
I must have thought that only opened it for Air Magic Mages. I used 300 mana to try and win that Arena fight, but the enemy still got hits due a high accuracy. I am okay with it stacking, but I would rather it be cast once and have a connection to water or air.
That is actually very easy to do. I am doing something like that for a mod.
They could, but people seem to want a slider for everything. Why not just take a few mints to learn how to mod the XML? You can change it as much as you like, but it will throw the balance of the rest of the game off as everything is being balanced with regular troops not being able to level as fast. I like the current leveling pace. Leaders get more XP and troops get more Con but have to be upgraded with gold to improve. Otherwise we would have to call them heroes too.
It should be nerfed and take 2 turns to cast. I have to stop myself from using it so i can test the tactical AI.
Apparently we only need to when it says so on the update post. .76 and .77 didn't need it i think.
What is it?
The spell xml allows for faction wide attacks I am fairly certain. You could theoretically do many of those things. I know there is a Water spell to freeze a city, making it unable to train units or build anything.
Flanking has been indicated by the devs as something that will not be in the released version. It would take too much time to code. They could add a bonus to defense for units that are adjacent to each other. I would agree that this would make the game much more tactically interesting. Champions being able to overrun several cities is an issue of AI and balance first and foremost. I think your idea is a good way to open the analysis of why heroes are so good. I wo
I have been thinking that maybe 3 nonrandom traits and 2 random is a better balance. I like the idea that there is a unique chance to get lucky, but there should absolutely be a certain level of progression at each level. I really like it when I can remember a hero and their specialization using descriptions like Frost Wizard and Battlemage. This usually happens when I feel like I am leveling a hero towards a specific goal, something that can only be done so much in a random system.
I think this is one area that the devs balanced well and early on. I would like to hear from people that play many factions about how they think things stack up. Is there a faction that is getting screwed?
That is a planned feature mqpiffle. Regulars are set to get .5 times the XP. I want more balance to the game before I decide whether I like this or not.
Thank you for bringing that to light. Skeletons are a necessity. While I am planning to as some serious content mods for the community, I would rather the basics be there to entice people to get the game. I know you guys are hard at work making new creatures, but please put this one on the list. FYI, I think making the models for monsters is probably the most time intensive part of development. At least it is in the top 5. This is one area where an indie game maker is at a huge
I think it is good to have resources that are only useful in the midgame, but crystal should have at least one thing you can build with it early. Magical equipment is well balanced right now for the most part (also the +1/levels need nerfing). If you want a special weapon for your heroes, you can find some in the goodie huts. Then go after that creature you want to kill. FE is not meant to be a rock/paper/scissors game. It is designed so that research gives you better weapons. Some are only b
I use enchantments to increase the stats of my regular soldiers. I wouldn't say it is a bad idea to give them +1 to strength and dexterity as they level. I kind of like the idea that regular troops are as good as the ever will be. Their potential is fulfilled by the time they are done training. Of course they get tougher as time goes on constitution wise, so why not some small bonuses to strength and dexterity? I wonder if I can mod this part of the game.  
As some may recall, I posted a thread about how aggressive the .76 AI was at colonizing ( https://forums.elementalgame.com/416368 ). This caused me to have to go to war in order to survive against far larger Kingdoms. In the last story I attacked the Northeastern Desert of Despair, as we are now calling it. The Gilden were fairly easily routed from the Northeastern Desert of Despair, but were able to send troops to defend the mountain pass t
Challenging always has and always will be max AI with no bonuses. "+ Recruited champions are level 1/3/5/7/9 instead of 1/2/3/4/5" I was just about to post about this. Very nice balance. How did you guys get all of this in so quickly?
You grow faster technically with more cities due to things like Pub. The trade is that you will get level 5 cities slower. In the early game I get to level 4 before expanding with cities (I use outposts alot) to make sure I have access to those faction wide bonuses you get from level 4 and 5 buildings. But the AI is much better at expanding now, so this might be dangerous to do.
I think at least one unique spell per faction would be reasonable. it would have to be outside of elemental spellbooks. This is an interesting notion.
Challenging for world and AI. Medium map. Each tile represents hundreds of square miles of land so it makes sense to be able to sneak through them it you can make it to another tile. But this group actually stayed on the tile and the creature also did not attack. I am going to report it later today. There were a few things like this I have yet to bring up.
I posted about a battle with an air elemental earlier. I think it is a good spell for variety in the game. Taking one of these guys down requires a high magical resistance. It makes the +1 Int. for trained units bonuses we get from research buildings very valuable. Air Immunity would also work.
There is no way Derek would let it stand as is. What we have now are prototypical traits. I would like a trait tree in the Hiergamemnon so we can analyze our choices more intelligently. The best thing about the current system is that you can no longer turn any hero into any class. I got a few wizards with 4 and 5 for all the combat attributes and 12 to 14 for intelligence. They also had the merchant trait which freaking rocks. I am getting 12 gildar per merchant. Very nice trade for
I got it but I though it was just me forgetting again.
There should also be a diplomatic penalty to razing. That would help stop a scorched earth plan or a rampage by the player against an unsuspecting AI.
I am going to create a more detailed post about the issue of common traits being lackluster, but basically you get very little from them. I would rather get a little mor, but sacrifice something to get it. Also need more levels of rarity. Right now it is only common, uncommon, and rare.