Oh, and high-level spells would cost lots of mana, so automatically would become multi-turn casts. And heroes that didn' t participate in combat (or that were in your cities, I don' t remember), contributed 50% of their power base to yours for that turn. Heroes had their own power bases, their own mana pools. You could cast spells to create custom, overpowered artifacts for heroes. Your sovereign didn' t have an avatar, and was the only hero that could cast
quartzium
I love Fallen Enchantress, but MoM has the best-designed, most fun magic system I ever played with. Even if it was unbalanced. In MoM, your nodes, inhabitants and champions would generate "magic", which if I remember correctlly you'd distribute between research (only spells came ut of this), Mana, and Power. Power represented the amount of mana you could cast on each turn, and it increased in a arithmetic progression (i.e. to jump from 100 power points to 105, you had
[quote]As for the heroes, the new hero system feels like one of the biggest improvements. Heroes are attracted to successful kingdoms, which makes a lot of sense to me. The attraction is measured in the new "fame" resource. So no longer are they exclusively found at random in the wilderness (I used to end up with rediculous amounts of heroes in my Kraxis games in FE). There are still quests that award heroes so that not all the sense of adventure is taken out of hero recruitment. Big improvem
So, I know this is too late for this beta, but how about make the champions a bit more generic initially and allow the players to specialize them? Say, instead of 3 types of warriors, you could have one with 3 skill trees for Warrior/Defender/Assassin. There are opportunities for builds with a mix of all of the attributes, or just very specialized. Instead of a Governor and a Commander, make it a single type with the skill trees being Commander/Governor/Explorer. E
I have to agree that simplified shadowing or no shadowing would not matter at all to me, even though I have a pretty good laptop (I mean it), FE still runs very slow on it, except when using the always-on cloth map option. After a short adaptation, the cloth map shows itself as easier to plan, easier to read, as the information is less cluttered... but it could be just me.
I was a very unsatisfied early buyer of EWoM, yet I'm loving FE. With the exception of the UI, it's sooooooooooooooo sluggish I can't believe. And I have an awesome laptop. What I did to fix the issue was just enable "always use the cloth map". I don't know if it will solve the memory leaks (I haven't seen them but I have 16 GB ram, so it would take me a while to hit them), but the whole game seems to run more smoothly.