I have seen a few Sovs die right away. This would explain what is happening. We need starting location refinement.
seanw3
When in doubt, take Hf's word for it. I was thinking no prereqs means everyone would have the trait once Path of the Governor is acquired. In fact, you do need the likelihood to allow it to show up as a trait when leveling up. Traits do not unlock unless something tells them to. It seems like we might see some passive XP bonuses to governors if they intend for them to level up after taking that level 4 trait.
I am unable to account for about 100 attack in that picture. I would need to see all the traits and equipment and then look at the xml for those values. One thing that is clear to me is that % bonuses scale too high. It is impossible to balance attacks when you use that sort of bonus. granular attack bonuses are much better for balance. Does the OP have a save available?
All of these would be great fixes. I tend to not mind a terrible UI problem, but other players will definitely care. Just think how much of an advantage I will have in tactical battles when only I know how to calculate the chance of a resist. I would be unstoppable. Wait, maybe keep this issue until the expansion. I might need the advantage. [e digicons]}:)[/e]
You don't need to do the math in your head. When you click on a trait, it adds the predicted bonus to the stats on the left in green. As far as I can tell, all swordsman traits add up to +45% attack. A Skath claw would do about 19 damage with all of them. Add Lethal to that and it starts to get out of hand. In my attempts at balance I have made each Lethal have a level prereq. So every 3-4 levels you get some more attack. I also nerfed all the weapons though so that unique ones are
I am just about to start a game on .952. .951 was the best stability I have ever had for the game.
Continued: Tarth ended up having strong chain units and most of them were level 6 or higher They rampaged into my territory and took two cities fairly quickly. By the time I was able to catch up to them and lay siege, the cities were too well defended to attack. The next turn Irane and her familiar left the city and went scouting. Two additional armies made it past me and were out to do some guerrilla warfare. I sent one army after the guerrillas and then regrouped to confront those c
I try to avoid riddles as they have only one answer. It is often more interesting to give the player a warning and an unanswerable question. Sometimes the three answers can even by hieroglyphic so the player has to guess which each one means. That way you can make duplicates of the quest and have different outcomes for each choice. I am starting to feel a quest making weekend coming on. All this talk about it has gotten me excited! [e digicons]*_*[/e]
I like getting the less important levels quickly too. The early levels are fine to go fast. But there should be a pint where things slow down and leveling a unit becomes more difficult, but also alot more rewarding. Level 9 would be a decent plateau so that other heroes have a chance to catch up a bit and newly recruited level 9 heroes are still useful. I would then switch some of the lethal traits and other very powerful traits to be extremely common, but with a level 10 prereq.
The single monster kiting issue looks temporary to me. I think Frogboy implemented some grand changes and is probably now working on which situations need an exception. All large single unit monsters are currently moving at one space per turn, trying to get first strike. They should be moving at their max so that kiting is less possible. Good thing to bring this up though. I personally would like to see most dragonkind get at least +5 Initiative to help balnce them out.
We got a dev post about starting position refinement a little while ago. My guess is that it was not fully implemented in beta 4 and 4a. I would expect that Beta 5 shows a better starting location mechanic.
Not only balance, but trait placement needs some refinement. It is bad to have things like natural leader and warlord for Sovs. That kind of stuff belongs in the faction traits. For one thing traits for Sovs should be making the Sov powerful, not the entire nation. The thing the devs really need to look at is that surrenders are seriously upsetting the balance as you get the Sov's traits as a bonus on your empire. So taking Procipinee's surrender increases build time by 25%. That is a
I think the amount of XP from level 8 to 20 needs to require alot more. I would be curious to find out exactly how the XP levels are tweaked. The Elemental Defs are not very explicit.
Stupid forums are making me wait for an admin to post. [e digicons]:annoyed:[/e]
To be clear, Pike vs 15 defense looks like this: 13 Attack, 66% armor pierce. 15 Defense against Pierce. 15(.66) = 5. Max Attack = 13 * (13/(13+5)) = 13 * .722 = 9.4 Min Attack = 9.4/2 = 4.7 So you do 5-9 damage (rounded in the UI, not in actual damage) per soldier in the unit. That can be 45 damage max in a group of soldiers, which is totally devastating. I would like to see bows get something
[FE][Beta 4] Magnar Chapter 3: Rise to Power Save 6
[FE][Beta 4] Magnar Chapter 2: Surviving Save 4 <br
Monster Repellent makes you invisible to the AI near as I can tell. If they happen to wander into the same tile as you, a battle ensues. But they are not seeking you out.
In the game no. In the XML, yes. I would have posted the specifics, but I forget where they are. Could be Elemental Defs or some other obscure place. Might even be in Core Improvements on the cityhub.
This is shameless advertising, but I have some pretty good strategy in my let's play videos. Das123 has some great stuff too. I think watching someone else play is the most effective way to learn. By the way: I try spamming archers, I've read that's "broken". they get swarmed and die. ====> Archers are the most counterable and weakest units. Stay away! I tried making balanced towns, and evenly sp
Good catch Hf. I never even look at the UI for this as I know what spells are unlocked by what. But for the new player that don't use xml for bedtime stories, how would they know? Seems like we can prevent alot of user frustration by displaying this more clearly. Also, what happens when you need a non-spellbook trait to unlock a spell? It would be great to see the other things needed for a spell to unlock. Especially for new users who are trying to make important choices.
Making 1000 dragons appear might be overkill, but there is a way to make winning based events work. The key is to use fair effects when the only cause is that one player is dominating. For instance, we desperately need a not so random event that allies all remaining weaker factions against the one that is about to win. That is not cheating, that is something that would actually happen. We can add it as a random event to spark some interesting endgame scenarios. There are alot of endgame scena
Oddly enough those are something different. Each monster has a spawn rating and a level. Those level milestones are the different spawn ratings a monster may have. The spawn rating is decided by a few tags just above the code you have displayed. This way you can specify the power of a unit in terms of level and spawn rating when either summoning or spawning. As far as I know, the only time a monster uses anything but the defined spawn rating you see here is when a player spawns units from a l
1. Magnar game in progress. My LP videos show a specific shift from Magnar early game to late game. The end of the midgame marks Magnar's rise to a powerhouse of a faction. The early game mostly depends on how good your starting position is. Nothing wrong with that. Their unique ability to focus solely on producing leather clad spear slaves en mass can get really powerful if you have a solid production capacity. If you have a mediocre start, they will at least keep you alive until you can
Adding in per level traits to tougher beasties could spice things up.