[quote who="Frogboy" reply="1" id="3249084"]I think the next public update will address most of what he's talking about. It remains to be seen regarding tactical battles. I would oppose seeing tactical battles be made more complex but on the other hand, more balancing of tactical spells and items can have a massive plus to the tactical experience.[/quote] If i understood one of Dereks post correctly neither the player nor the AI use spells in tactical battles, right? If that
Wizard1200
[quote who="Emperorjarin" reply="238" id="3248964"]That same group of 7 soldiers, armed with axes, 3 traits, and elemental damage rings, will inflict 84 ([9 axe+1 trait+ 2 elemental]x7) damage. They do as much damage at level 1 as they do at level 7. By contrast, the mage's stats you quote require said mage to be at least level 8 (probably more, as the evoker trait is not common) and have a fire shard. In addition, said mage will only have at most 50 hit points. As
[quote who="Emperorjarin" reply="232" id="3248941"]First, I realize you mean damage spells when you say combat spells, but this is a false equivalency. A well-placed haste, slow, or growth should be as game-changing as a blizzard, just in a different way. Also, tactical summoning also should be a consideration, though tactical summons should be a bit beefier to compensate for being temporary. Good idea, but your numbers are absolutely terrible. 10 damage is a pittanc
[quote who="seanw3" reply="227" id="3248896"]Magic doesn't scale well. The way to make mages a distinct path is to make sure casting spells is cheap and effective. Since every hero can cast spells pretty easy, there needs to be a specialized difference from mages. In my tests, mages can do massive damage in the late game and very little if any early on, when mana is very scarce. The question is how much more powerful a mage should be using magic and how to properly scale that throughout t
Will this bug be fixed in 0.984?
[quote who="Lord Xia" reply="193" id="3248270"]Maybe instead of a -25% attack and defense penalty, how about accuracy and dodge penalty instead? I still don't like it, but it seems less crushing. Or maybe just in enemy cities.[/quote] Yep a - 10 penalty to Accuracy, Dodge, Spell Mastery and Spell Resistance would be a great compromise.
[quote who="StevenAus" reply="180" id="3248140"]How about increasing armor levels of town garrisons when better armor has been researched instead?[/quote] That is a very good idea, but the attack should be increased, too, because otherwise the garrison would not be able to kill armored enemies.
Adepts: The spell power of water, fire, earth, air and life (Pariden) or death (Resoln) shards is increased by 1.
[quote who="jirkaesch" reply="173" id="3248106"]BTW How about that buoilding that gives you one for free (watchtower?)? Some basic armor for the militia maybe (linked with some technology)? Also, dont you guys think that Guardian statues come bit too late?[/quote] I would prefer the following changes: - Watchtower: + 15 Accuracy for defending units - Hedge Wall / Wooden Wall: + 5 initiative for defending units - Castle / Fort: + 5 attack for defendin
[quote who="StevenAus" reply="171" id="3248102"]Devs, how about reinstating the friendly territory bonus?[/quote] That would result in the same problems that i mentioned in the post above.
[quote quoting="post"] Attunement increased to +2 mana/season (from +1) Increased the amount of free city defenders at all levels Units get a -25% to attack and defense when they are in enemy lands World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "norma
[quote who="CyanPile" reply="143" id="3247633"]Attunement (+1 mana\season), might - trash. they are not worth 1 point talent. how so very easily at the beginning of the game "are a small addition of". they obviously need to be strengthened. + 0,5 mana\season per level. + 0,5 damage per level. for example[/quote] Yep, Attunement should be + 2 mana per season, but i think Might is very good, because it helps you to level much faster at the beginning. Scholar should be + 15 % research in
That is a very good suggestion, because it would create interesting talents and it would reduce the randomness of the map generation, but it should not be possible to select the same bonus multiple times: You want to play an earth mage? No problem ... for 1 point you have an earth shard. You want to play with heavy armored troops? No problem ... for 1 point you have an iron mine.
[quote who="NorsemanViking" reply="120" id="3247395"] A little mana cost would be nice as well. [/quote] I think that the gildar cost is more interesting and it fits very good to a bandit lord.
[quote who="jirkaesch" reply="110" id="3247304"] Have you considered going bigger unit sizes, like 5/7/9/11? Not only it would let us lead bigger armies in the late game , but it would also (i) stress the importance of units in the early and late game, thus help the AI (relies on units) and (ii) keep the smooth differences between unit sizes you achieved in last patch (e.g. 3->4 is a increase by 33%, 5->7 by 40 % - almost the same).[/quote] I think it would be better t
Thank you very much for creating an amazing game. I have never seen a developer who shared his knowledge of the game development with the fans and listened to the feedback of the fans like Stardock. It was very interesting and fun to see how every patch improved Fallen Enchantress and i hope that the game will be a huge success.
Do other units like the Guardian Idol have the same problem?
[quote quoting="post"] Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar) [/quote] One word: Cool :) I guess that the bandit remains at your side after the combat right?
After i have selected the Watchtower the Catapult is displayed in the city details, but it does not spawn in tactical battles.
[quote who="Emperorjarin" reply="68" id="3246494"] A mid-level warrior or assassin champion can do ~100 damage per attack, and have an initiative of almost 40 before magical buffs currently, depending on their traits and luck with item drops. A Kingdom fire mage, even at a fairly high level, cannot approach that kind of single-target damage. Sure, said mage can clear away the trained army a fair amount faster than his more mundane brethren, but with the cooldowns or cast time
[quote quoting="post"] Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent) Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)[/quote] Thank you very much :) I think the Experienced talent should increase the level by 2, because i would never spend one c
Or a duration of 3 turns.
[quote who="ddd888" reply="61" id="3246160"]but spellboos after the second are worthless having many spells on the same champion is not useful 2 is the max worth taking for some multi school spell (but mostly cause they are OP right now) all those traits now are too much op and need balance[/quote] If you have 3 elements at level 1 (air, water and life for example) you have a very versatile Sovereign and if you have 1 element at level 2 and 1 element a
[quote who="ddd888" reply="56" id="3245962"] i dont see why [/quote] Because for each creation point you could get a spellbook or for two creation points you could unlock an element.
[quote who="ddd888" reply="52" id="3245912"]more like discipline +2-5 acc and spell resist hardy 10 hp and 20 30 % resist to poison brilliant +2-4 sp mast and 10% exp[/quote] In that case they would not be worth one creation point.