There's less garden building now but I still don't see the point of it. Houses you still need to build just the same. Every starting location should have enough food available to become a major city on its own and to feed another settlement or two. Then it would be up to the player whether to try and find another fertile location for a big city (should be very rare) or found smaller, specialized villages or forts. I'd like to see things like a fortress dedicated to
Hound
[quote]The world was broken. Now… Civilization is gone. Life hangs by a thread. The only hope for Elemental is you.[/quote] The backstory was quite the inspiring read. But then the game starts a century later and... General Carrodus' background states he made his way to the City of Ruvenna. So there is civ
Well you can have a non-existent, half-assed setting like in most other strategy games or you can have a believable setting with inspiring lore. Wasteland inns in the middle of nowhere in a destroyed world clearly do not belong to the latter. Even though some people in the beta don't seem to be too bothered about them or even defend their existence for a reason that eludes all logic. Inns belong to a later stage in the game where cities have been rebuilt and there
Definitely need a paperdoll inventory and an easy way to transfer items between your Sovereign and Champions. Suggestion for inventory screen: Paperdoll with slots on the left side and all items listed on the right side with icons and names. Right click for item descriptions. Icons of all units in the group lined up on top. Drag and drop to equip or transfer items. And double click to equip for those who like double clicking. Clicking on any
In a post-apocalyptic world the economy would be non-existent and money would have no worth. Inns are a business. No paying customers = no inns. A century after a cataclysm where all the cities were destroyed there would be lots of ruins , small settlements and villages where people would gather and focus on survival and defending themselves against raiders. There definitely would not be traditional inns where travelers pay with gildar. Wi
I'm with the OP. I would prefer a system where Champions would be drawn to settlements by their Prestige. The higher the prestige, the more powerful they would be. And champions that would live in their own settlement where you could go to hire them or complete a quest to get their loyalty for free. E.g. a leader of a makeshift camp of a few soldiers and civilians tells you that they are being raided by a band of bandits on a regular basis. Y
Same here. I'm guaranteed to get a CTD at some point not too far along into the game. No error message. Im on 64bit Win7.
I'm more concerned with the clipping of equipment and armor. Especially the portrait poses need more work.
I can't justify the movement upgrades either. Movement rate upgrades should be axed from research and Sovereign level ups. Human units should have a fixed movement rate determined by physical reality. Of course you'd still be able to speed up your units with mounts and magic. But that's where strategy and tactics come in instead of just "researching" your ground troops to march 3x faster which is silly. An army should be just as fast as its slowest unit and force tough tacti
Movement should be taken out of level ups. Experience does not make you travel any faster. Movement speed is a physical limitation and it should stay that way. I'm sure there will be all kinds of mounts and magical means to make your Sovereign / army travel faster. What could happen with experience is getting a Pathfinding feat that would eliminate movement penalties when traveling on difficult terrain.
Invisible plate armors? Can't say I like the idea. Only the warrior-like Sovereigns should wear armor anyway. Sovereigns should get a special and unique look though even if they wear standard equipment from the store. Suggestion: STR requirement for armor and weapons so the fragile more wizardly Sovereigns will not run around in Full Plates wielding Greatswords just for the bonuses. Suggestion 2: Let warrior-sovereigns have appropriate armor and weapons fro
The metal armors could use some shine as well to make them look more... metallic. :)
I really hope they pull this off and stop city spamming somehow. There should definitely be more villages and towns than major cities. Earlier I suggested a dynamic global population cap that would be quite efficient. Build one huge capital with several small villages OR choose to build several medium size towns. I wouldn't mind a system where only your capital is a major city and the rest are just fortresses or fortified
Very nice to see city building improvements and hearing about the visual polish. I would love to see a city built on a mountainside a la the white city in LotR. Or anything that would not be quite so flat and symmetrical. Improvement wise the thing that comes to mind looking at that pic is that the command post should merge into the Fortress which should be the hub of all things military after it has been built. And the trees could use more detail, but I guess t
[quote who="jackswift85" reply="40" id="2654767"] Quoting Hound, reply 34 Could there be a way to focus entirely on magical power and spell research and stay competitive in the game? Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a s
.. or other Sovereigns interfering with your spell in casting and turning it against you or someone else of their choosing. Or just making it blow up in your face.
Could there be a way to focus entirely on magical power and spell research and stay competitive in the game? Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a small army would destroy you. Would be fun I think.
They did mention there would be lots of books. But I'm assuming all the books must fall under a school of magic so you can specialize, get bonuses and penalties through items and perks etc. Or hope so at least. The existing schools we know about pretty much cover all possible spells save for the magic/mind type.
You can't just make a big deal out of a Cataclysm and then toss players in a generic fantasy world with inns and damsels in distress. And we've seen that so many times before - it's stale and boring. Please stick with the apocalypse story and make it believable by putting the player in it. Desolate landscape with eerie wind, makeshift camps of survivors who are only out for themselves.. and a Sovereign who has the power to change that. A hopeless, broken world wher
So there's Life, Death and the 4 Elemental schools that deal with different forms of matter. The school for all things incorporeal, spiritual and sorcerous seems to be missing. I think there already was a mind control type of spell in some beta build. What school did it belong to? The mind affecting or spirit stuff don't really fit into any of the existing ones. Will there be illusions? Illusions are cool. Trickery and misleading is cool. Illusion
[QUOTE] #6 Other types of World Resources The Beta 2 series will start to add horses as a global resource that is used to create mounted warriors. But we’d like to hear your thoughts on other resources that one might control – rarer ones.[/QUOTE] I've been toying with the idea of having world population as a dynamic global resource that will grow or even shrink over time. A population cap would help limit c
The most important thing about the factions is that they look and play differently. It does feel like there are only two factions or playable choices right now, Men and Fallen. Capitar, Pariden etc. are not different enough, they are just a sub-faction of Men with some minor modifiers that might affect gameplay but not significantly so - they feel the same. So indeed instead of focusing on Capitar and Tarth, I would focus on the race of Men and the race of Falle
Big parts of the game are still missing that I expect to be fun like magic and tactical combat. That said, I have something of a wishlist based on what I've seen thus far. - Factions that look different and play differently. It seems currently we only have 2 factions, men and fallen, out of which the latter is not playable yet. Instead of just similar kingdom factions there should be desert men, northmen etc. with a clearly different flavour. And per
Am I the only one who finds it out of place that "General Carrodus" is a Sovereign instead of being a general commanding the Sovereign's armies? I just think the Sovs should be more wizardly even if they are also warriors. And yeah since it should and probably will be the magical power that turns them into super warriors why would they need to be so warrior-like to begin with? They are spellcasters first and foremost.
Agreed. The movement rates, map and city sizes and turn lengths do not add up. Base human Movement rates should be set higher so that the dynamic of slower and faster moving units would be better. And it wouldn't take multiple turns to go around a city. Unless a turn is one day. Which I would rather like it to be but then the dynasty system would not really work. But I also think the scope of dynasties and children is too epic for a single game. I think t