We need a Heal, Greater Heal and Mass Heal for Life Magic. Death should get the same, but take health away from the enemy, like a vampire.
seanw3
And the high crit multipliers from weapons can make a single firedart do massive damage.
If you look closely, Mormegil is making a map stamp that spells out HELP!
What is the word on Storehouse and Granary? Is Animal Husbandry intended to unlock a building that has a prereq later in the tech tree?
[quote]Inspiration is +1 research instead of +1 per essence[/quote] Now that we have most of this stuff in check, why not make a more powerful version unlock from Arcane Mastery and spell level 4? The per essence would be pretty well balanced in the mid to late game.
.982 is a great step forward. The unit balances are impressive and the tech tree runs much better now. I especially like the production changes. I didn't think you guys were listening, but there you go doing it again. I finally feel like I can play full games to test the later balances.
The only major problem I see is that Storehouse requires Granary. This is fine, but Storehouse is from Animal Husbandry and Granary is from Economics, so you need to go up 2 tech tiers on the other side to be able to later upgrade to Storehouse. I think you mixed up the prereq here.
I tried that and it doesn't work either I believe. In my latest test, adding the poison on the spell actually made each bow attack only able to hit each unit once, because the bow spell was counted as being constantly on the target and not stackable. I will take a look a the new code. I am interested what I missed when I tried to do it.
Yes it is. You can get married and have babies with the cheats. I forget which ones birth them and which grow them up, but they still work.
Fixed in that meleeappliesspell now applies from ranged attacks? [e digicons]:pout:[/e]
You shouldn't be able to convert. The AI should make good choices that you then have to live with when you brutally murder their people and take over their city.
Still waiting to see the AI weigh in on this. Seems to me it picks randomly.
Wonder if there is a cheat to auto-win a tactical battle.
I don't like Fortress because it doesn't provide enough defense and the units it trains are not affordable unless you have a Town. So choosing Town allows basically the same units to be trained, but you can also afford them. Now that Hp per level is so low, a townie unit is just as good as a Fortress. Most of the time they are just there to suck up damage anyhow. I might choose fortress on anything more than 5 Materials. Otherwise in the long and short, Conclaves and Towns boost resea
It's pretty simple. If you get essence on the tile you settle on, build a Conclave. If there is no Essence, get a Town. Build a Fortress if you have extra space and are already winning the game.
This one looks alot more balanced. I will have to play it extensively to find more reasons to complain.
[quote who="ravillez" reply="114" id="3242506"]Is the FOW still affecting AI diplomacy? If so, will this problem be fixed in the new patch?[/quote] Devs indicated it would be fixed, but I don't see it in the list.
Did Zebrafox work on Civ 5?
I just added +1 food to each food building. Problem solved, but not fixed. [e digicons]:D[/e]
I think we will see more general Unrest in games now that taxes are required in the early game. If they reduce the gildar from adventuring, it would be perfect. Since you have more Unrest, you have less research. The problem is that a city with essence goes Conclave. That means they get twice the building options for reducing Unrest to 0. This means they can produce more money and research in the early game. With the current balance, the right Sov setup gives you a great selection of starting
Unfortunately the color of the space pony is hardcoded for the sake of realism. A red space pony is just ridiculous.
As far as balance goes, spells that can be resisted should cost less. Spells that are buffing friendly units should cost more. If one is guaranteed to work and the other has a risk of resist, the sure thing needs to cost more.
There is going to be a ton of after release features added. They are only in feature lockdown until release. After that, we will get more stuff according to recent dev posts. I think they are probably waiting to see how well the game is received before making any concrete promises. But since I don't work for them, we will get: -Multiplayer! -Boats! -Lord Xia's Pony :P -Lots of new mod capabilities (The Workshop, FE XML Editor, Mod Bugs Fix
"It's crunch time for balancing troops and heroes. We are in the home stretch of perfecting city usefulness and the magic system." -Amphibious-American All of this is done with an ear towards the community, their heated debates and wanton outcries. Probably even gonna listen to people who take things out of context and overreact to terms that they don't fully understand.
Request #5 Quest Triggers Give us several more ways to trigger an event. Right now only population, turns and goodiehuts can start a quest. Since quests are also being used to do random events, it makes sense to have them trigger from more factors. For the sake of consideration, these are the specific triggers I think are necessary: Building completed, technology researched, faction killed, quest completed, spell used, city captured, faction power reached. </p