[quote who="Burress" reply="3" id="3365898"]I see now, the AI gets defense multiplied by about 12 as part of the difficulty bonus.[/quote] Where is this multiplier stored? I ask, because there is nothing in the CoreDifficultyLevels.xml, but that would explain it: [quote who="Azunai_" reply="4" id="3365994"]don't think the AI gets a bonus to defense. that's the repeatable +10% defense technology at the end of the magic techtree. apparently they researched that tech abou
Wizard1200
[quote who="parrottmath" reply="90" id="3365844"] Unit CurHealth 1 &n
I think Maul is currently balanced, but it is too easy to get an Accuracy of 100+ with the Leadership ability. It should be reduced to Leadership I - III and every level should increase the Accuracy of the army by 10, because an Accuracy bonus of 50 (5 + 10 + 15 + 20) is overpowered.
Natures Cloak will have a high upkeep if you cast it on every unit and the AI never casts Protection from Cold to reduce the damage of a Blizzard. Obsidian Guard is not very helpful, because the caster must select Prodigy I and II before he can select Evoker.
[quote who="Azunai_" reply="12" id="3364447"]that trained unit can also have a cheap 25% frost resistance cloak, up to 5 extra HP from rations and med kits and some more from traits & magical equipment. baseline militias and other fodder units will get wiped out with one cast, but proper mid/late game units can survive with some losses.[/quote] Nope, because Blizzard inflicts 32 points of damage against a single trained unit if the caster has access to two Water shards and Evoker
Thank you very much for your reply. I think that a base damage of 16 is too high, because a single trained unit has 6 (+ 2 per level) hit points and that means that the unit must be level 7 to survive the base damage of the spell.
[quote who="Darxim" reply="5" id="3363058"]This is a balance disagreement. You should change your subject line so as not to clutter up the actual bugs being reported.[/quote] I do not think so, because the base damage has been increased from 8 to 16 and it was not mentioned in the changelog. Perhaps a developer did not recognize that the damage is multiplied by the number of units.
I do not know if it helps, but the spell cloak of thorns reflects the damage to the attacker, too. To increase the hit points of units add endurance to their ability bonus options.
[quote who="davrovana" reply="3" id="3362300"]But it can be counter-spelled, and resistance to cold completely nerfs it. Also, single target, high-hp units laugh at blizzard.[/quote] But these points are true for Fireball, too, and Blizzard has the additional advantage that it has a low mana cost, because you get Mantel of Oceans (- 40 % cost of tactical spells) before you get Blizzard.
With a dagger you get a high initiative and with the savant ability you reduce the casting time to 1 turn. Blizzard has twice the radius of a Fireball and inflicts roughly the same damage against a single target (16 + 2 vs. 18 + 4), but against a group the damage is so high that it kills every group with a single spell (16 base + 4 shard + 60 % evoker III = 32 points of damage per unit = 160 points of damage against a group with 5 units).
Blizzard inflicts 16 (+ 2 per water shard) points of cold damage and during the beta Blizzard inflicted 8 (+ 2 per water shard) points of cold damage. I think the new damage is too high, because it is multiplied by the number of units.
Battle Cry has currently no cooldown. I do not know if this is a bug or working as intended.
[quote who="Azunai_" reply="34" id="3361733"]might present some opportunities for abuse, though (retreat wounded guy "through" a friendly unit while the friendly unit blocks enemy movement with its ZOC or something along that line).[/quote] This makes ranged attacks much more useful, because you can kill the wounded unit that retreats through a friendly unit. I think it is a great change and it would be nice if the Assassin could get a passive ability that enables him to move
Will the patch be released today, tomorrow or next week? I ask, because i would like to mod the core files.
Thank you very much for the amazing communication. It is great that you share so much interesting information with the community and that you listen to the suggestions of the community. I think LH made a huge leap from a solid game to a very good game during the last week.
[quote who="Publius of NV" reply="2" id="3355853"]I haven't played a .90 sandbox game, but in the scenario the AI is casting strategic spells frequently. Wither on armies, antipathy on cities, etc.[/quote] The AI uses strategic spells like Pillar of Flame in the sandbox game, too :)
I thought that even expert is not fun, because the AI gets high bonuses, but ridiculous (world and AI) is a walk in the park with Altar and a custom sovereign: - Choose the General profession, Air 2, Life 2, Brilliant and one weakness - Cast Tutelage on your sovereign and select the Path of the Mage - Select the summoner specialization - Design one Henchman with Potential, Water Adept and Bard - Select the Path of the Mage and the summoner specializatio
[quote who="halmal242" reply="62" id="3358384"]Why not restrict path choices from Henchmen making them only have access to the general tree. This would prevent over abuse of Henchmen by lowering their base effectivity.[/quote] I think it would be better to place the global enhancements (merchant, administrator, ...) in the general tree and only the sovereign should be able to select them. In this case they could be stronger, but they would not be overpowered, because t
[quote who="Anelyn" reply="13" id="3357546"]Quick note, most elemental summons are underwhelming compared to Air Elemental (high initiative, spear + impale, 3 square knockdown ability, and very high hp). Why is my level 12 igniss having 39 hp when my Air Elemental level 12 has 160. Why does my Fire elemental level 12 have only 89 hp, and his unique ability doesn't scale with it's level? Dealing 3-4 fire damage to troops having 100+hp while he has no defense, makes it a waste of mana t
[quote who="Azunai_" reply="4" id="3357511"]in my opinion, aura of grace might just as well be a buff to dodge instead of initiative - it's still a bit too easy to exploit the dynamic turns/initiative system. heart of fire could be reduced to a flat +1 fire damage, or maybe instead of +damage, something less powerful (maybe +accuracy? - or fire resistance- still a decent buff considering that many of the stronger monsters do lots of fire damage [dragons/fire lords/fire shrills/ignis/wildl
[quote quoting="post"]All spears/boar spears/pikes reduced to 33% armor piercing (from 50%) Book Of Mastery moved to behind the Third Book of the Magi (from a 5th rank tech to a 7th rank tech)[/quote] Thank you very much. I do not know if it is bug or working as intended, but if you cast the spell that grants you access to Heal or Fireball on the sovereign, a champion or a henchman it is impossible to cast the spell again. It would be great if LH c
[quote quoting="post"]Please make it later in the magic tech tree.[/quote] Yep, it should be at the end of the magic tree and the spell of making should cost 1500 mana and not 250.
[quote who="StevenAus" reply="7" id="3356918"]Yes, I think they have thrown some things out too easily. The way you work at improving a particular mechanic affects how well it turns out, but a lot of it has thrown the baby out too. If you don't do a good job improving a certain mechanic, then of course it won't work. It doesn't mean the mechanic itself is flawed, just that the improvement process is flawed. Everytime you throw out a mechanic that could work
[quote who="Frogboy" reply="45" id="3357056"]I do know there's a lot of DLC plans (loot, maps, spells, equipment, etc.). But in terms of the overall direction of the Elemental universe, that remains to be seen.[/quote] It is very sad, that important parts of the game like additional items, spells and quests will be sold as DLCs. I guess that the DLCs are the reason why not many new items, spells and quests have been included in LH. I thought that Stardock was one of the few develo
[quote who="Anelyn" reply="36" id="3356882"]Beasts are just that, same with summons. They don't grow more units / group as they level. Their atk / defense don't increase either. More hp on a bear with 0 def means nothing past early game. He can't tank, nor will he be a beast dmg dealer with a 12 atk no matter of maul. Go try maul with a bear with 12 atk on a 10 def unit, even if you land 10 hits in a row I highly doubt you will do more than 12 dmg [/quote] Cast Growth (+ 5