[quote who="ben_sphynx" reply="39" id="3341530"] Endurance trait gives +10 hit points instead of +1 per level Note - units made in cities get Endurance too (one of the options for level 3 fortresses). These units will probably now get +10 hp, which is quite a big bonus. At the very least, update the description of the building that provides this. I actually thought Endurance was quite an intere
hit0kiri
[quote quoting="post"] If you capture an outpost and have the Road-to-Outpost tech, you should get the road built if the outpost does not already have a road. [/quote] ^ this
In my current game connecting cities via outposts seems to work fine for unrest penalties. I'll keep an eye on the values though.
I really like the new warrior tree. A lot more fun than it was before. And dual great axes...that's just a trait of major badassitude! Love it :D
[quote who="Derek Paxton" reply="5" id="3339878"] Darkling Cloak works for me (keep in mind the blindness ability granted by the cloak shows up under skills, not spells since it doesnt cost mana). [/quote] Hell, I didn't think of that. Might just be the problem. I'll try it out and report back.
100% agree...
I can confirm that. Got a cloak that is supposed to give access to the "Blind" spell but doesn't.
In a game I recently played I encountered an AI controlled Magnar who also had two classes. Warrior and Mage. Maybe they're planning the possibility of multiclassing?
[quote who="Azunai_" reply="2" id="3338446"] yeah, i got him in every game so far. juat like the plague and the blood season - they don't seem very random to me - i get them all the time. bacco can be pretty tough, but if you can defeat him, he's a pretty decent scout with his innate 3 move range (and since he's a champ, he can also loot treasure tiles and unguarded monster lairs in AI territory unlike trained scout/explorer units) &nb
I'm not sure it actually works like it should, but it definitely does something. When you klick on the portrait of the cursed unit in battle (on the left side of the screen), you get the unit information screen still showing normal armor...BUT when you hover the cursor over the armor you get a tooltip showing 0 armor. So my guess is that the spell does work but the interface doesn't show correctly.
Yeah, I believe you are right, it does show change in the predicted damage...even if the display is still bugged. Still i would like to see the swarm bonus separately. Something like: Damage: 5x6-12 plus Swarm Bonus: 5-10 and maybe Surrounding Units: 3. Just to be able to see how much difference another unit in the swarm makes on one quick glance.
What doesn't it do? Reduce defense?
Swarm bonus should be shown in the attack preview. Like how it influences damage, hit chance, etc...
So far only the direct damage spells (and not even all of them) get a bonus from shards with the corresponding element. This way the elemental type of the shards you control are not very important, and neither is converting them to your element (with the corruption spell for instance). To make the shards more important they could give different bonuses to most of the spells. i.e: +1 level for summoned creatures for every shard with the corresponding element
See title ;) When successfully using Curse to reduce an enemies defense to 0 the mouseover information panel doesn't show the change. Neither does the unit info screen (when you click on a unit's picture in battle). When you mouseover the defense stats in the info screen it shows the 0 defense though, so i suppose it applies.
Since the unit designer is a bit counter-intuitive, I have a few suggestions for improvements that would make it more comfortable to handle. When you press "Edit" on an existing unit layout in the design screen you can alter the unit's equipment but you can't overwrite the current design. Instead the game creates a second design (sometimes with the same name as the first). Being able to overwrite would make it easier to update obsolete designs (with newly
When equipping (Gilden) Troops with plate Boots, the Boots hover next to their feet instead of being placed ON their feet. This applies to all units with and without mounts in the unit design screen as well as on the battlefield.
[quote who="DevildogFF" reply="29" id="3337109"] Are there plans to revisit each skill tree? Defender and Assassin in particular need some love, too [/quote] I second that :) [quote who="mqpiffle" reply="33" id="3337180"]Idk, I think defenders are pretty cool just being tanks, and having some nice defensive abilities. The Rescue ability is pretty awesome.[/quote] True, but defenders get way too few hitpoints
I can only agree that diplomacy is defintely a weak point of this great game. Apart from what has been mentioned in the other posts, what really bothers me, is not knowing why some faction really likes or dislikes me. Some stats would make the whole system more transparent. For instance: -6 to relationship for trespassing in neighbours territorry -4 to relationship for intersecting borders + 10 to relationship for declaring war on somebodys enemies ...e
Might be that the patch doesn't affect existing saves though. I just downloaded it and with my saved game the gilden iron golem bug is still there, although it should be fixed according to the patch notes. Let's see if it's fixed when I start a new game...
so it WILL be fixed with the next patch...i see. thanks :)
Same issue here. They say it's fixed here: https://forums.elementalgame.com/441508 Not for me though...
How was it fixed? I still have the same issue.