The War College could change the attack of the catapult to an attack with a radius of 1 tile.
Wizard1200
[quote who="Bobofett" reply="8" id="3235704"]Strange they aren't immune to attack magic, wonder if it's a bug[/quote] They are not immune to magic, but they succeed on every spell resistance check. That is the reason why they take half damage from attack magic.
[quote who="Trojasmic" reply="6" id="3235875"] a ) Make counterattack a % chance to happen (like bash) instead of automatic every time b ) Nerf the damage on weapons that do counterattack c ) Increase the initiative, increase the damage, increase the chance of bash of blunt weapons d ) Increase the initiative, increase the damage, have backswing do double damage of axes e) Increase the range of spears by 1 (so basically they have a 2 tile range
I think it would be better to choose the paths at level 2, because the player can sooner play his Sovereign as he wants and it would reduce the randomness of the traits, because the player would get more path specific traits. To reduce the randomness of the traits further more traits should be linked to a path. [quote who="Kongdej" reply="6" id="3235848"] I think the chance to hit with magestaffs (the ones with 5 fire damage over ranged) should be based off spell mastery and spel
[quote who="Supreme Shogun" reply="30" id="3235611"]Procip's crown is god like it's so OP. there's no limit to the # of enchants you can have. All of them. No cost. Turns that Sov into steamroller. I also came to ask/wonder if Sean thought of making a "Path of the Summoner" to give something to those who want to try to play a summoner type. Maybe ask for it out of Stardock. [/quote] As Kongdej wrote, the crown is very useful, but it
[quote who="Trojasmic" reply="21" id="3235333"] What do you do when you bring your evoker fire mage to a tactical battle against my impulsive horse riding hero with charge and maul weapon? You can't cast a fireball when you're dead. Should we start a new thread about how impulsive horse riding heroes with charge and maul weapons are overpowered? Or should we go back and review Derek's motto?[/quote] Good point :) But how do you reach my city
[quote who="Trojasmic" reply="15" id="3235253"]Go big or go home guys. Remember Derek's motto. Spells are overpowered just like everything else is overpowered. Having said that, here's why spell damage isn't as overpowered as you think it is. shards: totally random. how big of a map are you playing on? what resource setting are you using? how lucky were you to find more fire shards than earth shards? evoker trait:&nbs
The Tower of the Sovereign could have another effect: + (city level) mana per turn if the Sovereign is in the city.
I think that the standard city defenders should be replaced by one catapult without a watchtower. The watchtower should increase the accuracy and the attack of the catapult by 15.
[quote who="Kantok" reply="9" id="3235191"] Not much of a racial ability if the people of the race don't benefit from it. [/quote] But it would fit to the small unit approach of the faction.
[quote who="Kongdej" reply="13" id="3235192"] There is a point in moving some units back once in a while, the problem is the AI doesn't know when it is beneficial...[/quote] You are right, if the unit has regeneration or can be healed by the Sovereign moving back is a very good tactic.
It is great that after a city is destroyed it is impossible to build there, because it means that desroying a city has a consequence, but it should be more difficult to conquer a city. The city defenders should be replaced by one catapult without a watchtower. The watchtower should increase the accuracy and the attack of the catapult by 15.
[quote who="MiamiBigAL" reply="9" id="3235039"]Try to understand this AI behaviour from a dev's point of view. Human players will often retreat injured troops so they live to fight another day. I am guessing Frogboy is just trying to replicate this behaviour, successfully or not.[/quote] But there is no point in retreating, because the unit can not escape from the tactical battle.
[quote who="StevenAus" reply="6" id="3235135"] However, I like Wizard1200's idea of only protecting the Sov and Champion. Since they are essentially superhero characters, it makes sense they would have this aura. What about armies with Sov/Champs and other units?[/quote] If they are in a stack of 3 or smaller they should be protected by the aura, too.
[quote quoting="post"] Master Scouts should not protect cities or pioneers, the cities because they can't move, and the pioneers for balance purposes and also because what self-respecting monster would be afraid to attack an undefended worker unit?[/quote] I would go one step further and remove the protection from units, too. Only the Sovereign and Champions should be protected.
[quote who="seanw3" reply="12" id="3234841"]We talked about it way back in Beta 2 when we thought the AI would be able to. I tested it out to no avail.[/quote] Oh ok, i have sometimes the memory of a goldfish :) Another option would be giving every faction a building (Tower of the Sovereign, minimum city level: 1) that can be build once per faction and grants + 1 shard power in all shards.
[quote who="seanw3" reply="6" id="3234766"]I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from
I think the spells are currently very unbalanced, because too many multipliers increase the damage: Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %, ... The base damage should be INCREASED and the multipliers should be REDUCED: Warlock + 25 %, Path of the Mage + 25 %, Evoker + 50 % (15 / 15 / 20), Staff of Souls + 15 %, Ring of Mastery + 15 %, ... This video (medium map, expert difficulty, den
[quote quoting="post"] One of my favorite features of Fallen Enchantress is that despite being a strategy game, every…sing…unit…in the game has their own equipment that can be customized in real time. So you get dancing boots, you put them on, and you see it reflected visually on the map. [/quote] Yep, that feature is amazing, but it is not enough used in Fallen Enchantress. I think the items in the magic tree should be random: low level magic items at
[quote quoting="post"] [Balance] In comparing the Horse and the Warg, there is no reason to get Wargs. Horses are just overall WAY better. Recommend Wargs receive a bonus to attack. Recommend Horses have a decrease to their bonus to Dodge. [Balance] 80 Gildars for a horse is insufficient. Recommend 100 gildars.[/quote] The Warg is very good for Sovereigns who use spells with a casting time, because of the + 6 initiative bonus. I think horses and wargs should c
Weapon abilities: - Bash chance: damage x 2 - Backswing should allow the attacker an additional attack against the same unit at accuracy - 15 - Piercing weapons should inflict 25 % additional damage against mounted units
[quote who="mqpiffle" reply="32" id="3233012"] I would also like to see base spell damage brought down by about 50 - 75%. I can get magnar dealing game-ending damage by level 8 with only one fire shard. Not fun.[/quote] I think the problem is not the base damage, but the multipliers of the base damage: Warlock + 50 %, Path of the Mage + 50 %, Evoker + 75 % (25 / 25 / 25), Staff of Souls + 25 %, Ring of Mastery + 25 %, ... The base damage should be INCR
Retreating from the enemy in tactical combat is useless, because the unit can not escape and it makes the AI less powerful.
Yeah the new fonts are great, but the italic part is difficult to read.
[quote who="Heavenfall" reply="6" id="3232974"]I almost always pick Potential if I see it, the exp gain is huge. The only thing better is Strength.[/quote] Not as a spellcaster, because with Spell Resistance I and II it is very unlikely that your spells can be counterspelled.