Good article. It seems to me like the only persistent criticism is going to be that the game is hard to understand. That should be the case and hopefully always will be. Just need to make sure there is a wiki manual that gets updated with each new version and is smartphone compatible.
seanw3
Sounds like someone is ready for added content. If only there was a modding element to this game. [e digicons];)[/e] You should really really really start playing Stormworld.
I like the level of magic we have. Path of the Mage needs some work, but the overall flavor and variety of magic is just right. Of course, it's pretty clear that the focus of the game is on starting off mundane and working your way to a magical fairyland. I would bet that a MoM mod would satisfy those who want the primary aspect of the game to be magical. I plan to play both.
I know. The AI is freaking amazing at guerrilla warfare. I just had a massive army circumvent a mountain pass and hit my southern outposts. I got wrecked and then another major offensive hit the pass, so I couldn't leave it to go deal with their guerrilla attacks. Lost a ton of potential resources and had to start training subpar units. It was by far the best AI war I have ever faced. I still think I am going to win though, because I held the pass. My new weakling units can probably take
Or it could be a tongue in cheek thing where we claim it is technology, but we all know the whole concept is a little illogical. One way to make the limit more logical is to tie the number of items to the unit's innate magical affinity, but then it would open up questions about why even high affinity units are limited by the same restrictions of low affinity units. Sometimes good game concepts just don't have a logical basis. Better to acknowledge it and give the game some humor. 
Hopefully they will have one. If not, the beta testers can make a wiki for it. Hf's wiki for his mod is probably one of the best manuals I have seen.
The goal should be to avoid spells that one-shot powerful enemies. Magic attacks should do less damage, but be affordable to cast every turn. I think the problem with firedart is that it is the only ranged spell. Focus makes that spell do double damage. It gets way out of hand because none of that is tied to Path of the Mage and firedart increases in power per level. And none of this is going to miss or be resisted or is currently reduced by AI elemental defense. They don't use counters t
The "israngedattack" tag could be used to differentiate crits on spells. +50% damage to a spell that does 10 damage is still very low damage compared to what a weapon would do. The problem is that this scales and combines with other bonuses to have mages doing massive damage that is guaranteed to hit and ignores armor. Magic doesn't scale well. The way to make mages a distinct path is to make sure casting spells is cheap and effective. Since every hero can cast spells pretty
Do you think Romney would ever be able alter the tax code the way his platform suggests? Those loopholes are still there because of the influence that corporations have over our government. I would really like to know if our senate and congress are going to cooperate. It seems like it would take nigh a revolution to remove tax code problems, while tax rates are changed quite easily. To a company, that means loopholes are safer and should be held onto, right?
My let's play videos explain the game concepts fairly well. Once the game is released I will do some more to set players up with a basic guide.
Magical damage power should come from Path of the Mage, not from base damage. All the nerfs in the log indicate a more balanced approach to spells. Now that the base damage is lower, they can add some power and make spells cheaper for mages. I would also be in favor of preventing crits on spells, since it makes Path of the Assassin the best mage choice.
The current feature should be fixed and then we can talk about adding new features when sieges are added in the expansion.
Cool, now I don't have to update all those files to play my mod again... err I mean beta test.
I thought they fixed that in beta 3. Guess it needs to be addressed along with the problems I am getting with city defense.
I just tested some of this and there is still a major bug. When two battles happen in a city in the same turn, all the defenders from the first battle are not in the second battle. Only the garrison and any that were not in the first battle will show up. This is a major problem.
Oops. I was thinking of the stationed units number. I guess I thought it did both.
I should probably try another round of LP. Makes me miss it after watching some. I forgot how much I hated the drawn grid. Good thing the game is so customizable.
The max 9 units is moddable in the ElementalDefs.
Do I look for the pony in CoreMounts.xml or is there a new CorePonies.xml file?
I am working on a mod that gives the pony in sov creation when you choose Path of the Xia. Don't worry, I gotchya back. [e digicons]B)[/e]
@NorsemanViking, The mob has already seen this game mechanic. I have a version of .87 you can play if you really want to try it out. The mod had solid logical arguments that Kael was persuaded by. Don't mistake fruitful communication for pandering. This was a good choice.
Okay but Dota and TF2 are like the water that the rest of games swim in. They have massive player numbers. Strategy games, even the great ones, don't come close. In such a niche market, it would be hard to charge for new content no matter who you are. It's a neat idea if I put aside my utopian bias, but is the market large enough to sustain itself? To be a little less negative, here are some cool things that could be derived from this idea: 1. Modding becoming a major
Well there you have it. I was born in either the wrong dimension or the wrong time-space. I just don't like what money does to a society.
Good to know. I can wait.
[quote who="Lord Xia" reply="18" id="3248526"]Yea, the AI is cheating on challenging or less[/quote] Did you mean is not* cheating?