[quote who="MadMagnus" reply="109" id="2742106"] Number three: Scout Pack, Medic Pack, etc. These should be used as specific "trainings" for units. I love the concept of them, but they need to be polished. Each pack should add a combat ability (or in case of Pioneers, a city building ability ). Medic pack should allow the unit to perform a physical heal on an ally. Assassin Pack has a chance to ignore armor. Scout Pack allows you to position your units before Tactical combat,
Wizard1200
[quote who="Lord_Asmodeous" reply="99" id="2741248"] I'll definitely grant you #1. I think 5:1 is too big of an exchange though. 3:1 would be a lot better balanced. 5:1 would make sov's way OP. 2, yeah, but thankfully they are fully aware of it and have pledged to get that resolved.[/quote] Oh, i meant that your character gets 1 HP per level after the first for every 5 points of CON (CON 10: 10 HP at level 1 and 2 HP per level after the first). I think the Enchantment boo
[quote who="Lord_Asmodeous" reply="95" id="2741108"] 1. Str and Dex are good for attack/defense, yes, but that's equivocal with CON, because with CON you can absorb a couple more retaliations, plus you can eat a couple of spells from an enemy caster. 2. Int is balanced once Magic is brought up to par. The problem isn't that INT is unbalance, the problem is Magic is generally weak and narrow, this will get fixed. 3. Essence/Wisdom is huge. It is absolutely huge, but
I have tried to ignore the Warfare and Magic tech trees and i choosed the Civilization and Diplomacy tech trees with a bit of the Adventuring tech tree. The game was not fun, because Diplomacy has not enough options (espionage, sabotage) and the diplomacy capital has not enough value to prevent the AI from attacking the player or persuade the AI to attack another AI. The magical creatrures should be moved from the Diplomacy tree to the Magic tree, because instead of waiting fo
[quote who="lswallie" reply="32" id="2739679"]MAGIC TECH TREE: Magic Tech tree is kinda barren. I feel like I get all the spells anyways so why research into magic? Why not have the majority of spells only unlockable through research?? Then you would definately feel motivated to research Magic. And what if you could focus on different schools of magic, fire, ice, wind etc within the research tree. The more you researched the more latent effects each spell could have - sl
I think the different tech trees could be better balanced. In my opinion Warfare and Civilization are the most powerful trees, because they give you many different upgrades. Magic, Adventuring and Diplomacy are good at the lower levels, but have not enough interesting upgrades at the higher levels. The magic tech tree should unlock magical creatures and the ability to change existing magic items. The adventuring tech tree should be the only way to get magic items. The
Thank you very much for your reply. I have send you the save game.
[quote who="LikeTheWhirlwind" reply="88" id="2738416"] The ATK of a squad is displayed as (individual ATK * NumberOfTroops) but thats not how it gets used in the damage roll. Each troop does a roll from 0 - (ATK/NumberOfTroops). This is another area where our UI doesn't communicate to the player very well.[/quote] Thank you very much for the information.
[quote who="LikeTheWhirlwind" reply="76" id="2738296"]I'm starting to think that squads having DEF equal to (individual unit DEF * NumberOfTroops) is a mistake. What do you guys think about this?[/quote] I think this is a mistake, too, but that squads having an ATT equal to (individual unit ATT * NumberOfTroops) is a mistake, too, in my opinion. As many have already suggested it would be perhaps better to roll with the ATT of every unit in the squad against the DEF of every un
[quote who="iolum" reply="17" id="2735989"]All units must have a special ability. Special abilities should also be trainable in the unit designer. That would make both unit design and tactical battles more fun. As it stands right now, there really isnt much to do other than just pump up the attack value or maybe combat speed. The only units I control that have special abilities are summoned units and a demon unit that I managed to build towards the end. Both the special abilities were pretty
[quote who="ElradV" reply="10" id="2737520"]What if organized only worked in your territory? and neutral territory? By mid-late most places are under influence and its hard to adventure there anyway. It would also slow down the super move 50 endgame deathsquads alot.[/quote] I think this is the best suggestion for Organize and the cost should be increased to 15. Teleport should have the side effect that you cant use the units after a Teleport for 1 turn.</p
[quote who="LikeTheWhirlwind" reply="59" id="2737288"]Thanks for all the feedback guys. I'll be sure to do a lot of testing vs. high DEF mobs. If the miss rates are unacceptable, then maybe your damage roll vs. DEF would be a better option. I agree with you that without a magic resistance stat of some sort, it's a little odd to be rolling against defense for magic damage, but it's all we have at the moment without a major stats overhaul. I'd also like to see more magic items with
In 1.05 if you play Empire your mana recharges every turn to its maximum, but if you play Kingdom your mana recharges by 1 point per turn, which could be a bug or working as intended.
If you have a unit with negative defense, for example with the berserk item (+ 3 attack, - 3 defense), every attack results in a miss. With this exploit it is really easy to win the game.
[quote quoting="post"] + All tactical actions use up to their cost, except for spells which require at least 2 action points. [/quote] Does Wisdom still reduce the AP cost for spell casting?
Thank you very much again for your amazing communication. Its the first time i find Dev Journals really interesting, because they feel real and not full of PR.
[quote who="marlowwe" reply="1" id="2731078"]I hope this experience does not deter you from posting on the forums. It is rare to find a developer, let alone a CEO, that communicates with fans on a regular basis.[/quote] Yep, that is really great and its very good that they are honest to their fans, which is rare, too.
[quote who="Sammual" reply="203" id="2730440"] Can we get Wisdom to affect Mana Regen AND be a level up stat? [/quote] Yes, that would be great and it would improve the mana regeneration later in the game.
[quote who="Wizard1200" reply="176" id="2729370"]I think its very good how you have reduced the power of spell casters (2 AP per spell and combat speed + 0.25 per level).[/quote] After playing the game a bit i have noticed, that spell casters are still too powerful, because the base cost of 2 AP for spell casting is reduced by Wisdom. With a Wisdom of 15 casting a spell costs only 1.3 AP and that is too powerful. I think Wisdom should not change the AP cost. Instead Wisdom sho
I have a thin blue line at the left border of my screen, that was not there in the earlier versions and is a bit annoying. I play with a NVIDIA GT 8800 at 1280 x 1024 with AA x 2.
It works with 1 point, too.
Thank you very much for the great update. I think its very good how you have reduced the power of spell casters (2 AP per spell and combat speed + 0.25 per level).
[quote who="cwg009" reply="4" id="2727286"]I think I like the feel of it based on first impressions. You're right, it doesn't feel like massive epic empires (at least on the small maps I've tried so far, haven't tried a large map yet). What it feels like is living on the frontier in an inhospitable land where you and your few country men are battling for survival with enemies and monsters all around. Which still qualifies as an epic feel in my book, just not epic in the sense you mean of a ma
[quote who="Annatar11" reply="18" id="2724482"] Wis is a good idea. It's been so useless for now that I completely forgot about it. Since spell resist would be useful to both melee and casters, you'd have Melee needing STR and DEX with WIS and CON as useful, and casters using INT and Essence with WIS and CON as useful.[/quote] I think Wisdom is very useful, because Wisdom is Essence as soon you leave the character creation and if you play Empire you get your maximum mana every t
[quote who="dawgs4ever" reply="14" id="2724395"]That's interesting. I find combat spells to be pretty weak even from the get go. I was hitting spiders with fire bolt for like 3 damage. Yippee. My summoned bear was worth a heck of a lot more than a bunch of firebolts.[/quote] Single target spells are ok, but area spells are very powerful, because the total damage is based on the number of targets.