Glad to see this is getting mentioned on the forums, he destroyed me too, and was right in the middle of the only expansion site my starting city had (I was kind of on a peninsula...). So it was pretty annoying. He's so hard to hit because you have to beat his magic resist every swing to beat fear.
Markon
Hello, played a new game today, was very, very low on bugs, which was nice, but one I did notice was this: when I went to destroy an enemy caravan, the caravan magically disappeared, but no battle screen came up, and the unit that attacked it could no longer move, despite having movement points left. I ended the turn, and the caravan was alive and had moved a square. Tried attacking again, got the same results. Very weird. Saved game and gave up for the night.&nb
If they implement something like this officially, it would be horribly unbalanced unless they also implement the "cost with mobs" and "cost without mobs" option. The mobs were added a long time ago, to make it harder for players and AI's to simply pick off enemy champions before they could be recruited.
I personally am a fan of joeball123's idea for checking against resistance each turn. It might require a small tweaking to values for either mastery or resistance. Some small tweaks to costs might help as well, but I still think that buffs would be balance a bit better if they eventually wore off, or required a spell upkeep of sort after a while. I still think that's less important than making de-buffs wear off after a while, for most of the reasons I and other
Heavenfall, it is a nerf. But on both sides. I've been slowed before by enemies AI, it hurts a lot if they have a few water shards. Even more annoying is when they blindness me. It wouldn't be such a short duration that your caster would have to cast them turn after turn after turn, just to keep a few guys buffed/nerfed. But of course it can't be such a long duration to be pointless, either. It's just a suggestion, but I think it would help
So, I've seen my fair share of comments about the balance in power on some buffs and de-buffs. I agree that some of them could use some adjustment, but what I think could work pretty well, if it's not too hard to implement, is having all de-buffs, and maybe even all buffs, wear off after several turns (well, maybe not so much with the buffs). Sure, they could be recast, but at least that forces the caster to waste another turn (more, if you resist). This would balanc
Also, to clarify, that change only has to do with monsters. if you ever raze a city, or the AI does, the "salted earth" effect, as it seems to often be called, is still in effect. A high level earth spell can fix it. And most players don't seem to like it, from what I remember seeing. But I won't open that can of worms here, there are other threads debating that.
Hey, maybe I'm just being blind, but I'm trying to find someplace that lists in detail what some of the traits do. Most specifically, the traits that boost XP for "the army", such as the general trait. Does this boost XP earned for heros, does it boost the XP for the Sovereign him(her)self? Or does it only work for trained troops? Thanks everyone.
Hey, jumping back to this post after a few weeks away. Seanw3, as always, you have some awesome ideas. I would love to be able to unsettle a captured city, maybe even have it turn into an outpost (which if I then couldn't want, I could just raze that down).
So in that model, it would still stack? That still sounds OPed, even at the cost of a few hp per move, at least on a high level hero stack.
I agree both with the idea of the notification needed an upgrade, and that stuff happening in the middle of my turn is very annoying.
I really, really like the idea of some sort of small consistent bonus on leveling up, on top of the special building choice. Major thumbs up, I'll be passing out karma for this one. Sorry for double post!
I really, really like the idea of some sort of small consistent bonus on leveling up, on top of the special building choice. Major thumbs up, I'll be passing out karma for this one.
[quote]- - Cities that level up should show information about the city in that screen. This really has been beaten to death so I won't go into more detail. - When designing custom sovereigns, we should see the traits for the faction we are building the sovereign for. - Cities should show if they have had trophies assigned to them. See https://forums.elementalgame.com/430170 - Essence is mea
Second this bug, no screenshots to back it, sorry.
I agree that the scorched earth thing is very annoying because I don't trust the AI to always pick the site I would (I heavily prefer essence, for example). But if they build their first, it's now either their choice, or the highway. There is an earth 5 spell that restores land I believe, but of course, that requires reaching that level of magic, and sparing the mana to cast the spell.
As much as this is a ton of fun to do.. I agree.
Hmmmm, i would think the fact that I just destroyed a (halfway decent) city would be penalty enough, anything I rebuild would be starting from scratch, but I guess the design decision kind of makes sense. I have to ask though, what is this spell you speak of? Maybe I can find it if I search a while. Also, thanks for mentioning the spell, I was about to be really pissed at that design choice, but the spell redeems it, in my mind.
So, I have a question. Just tried beta 4, kicked some butt, took a few cities. I never trust the AI to place the cities where I will like them, so I razed the cities. Now I can't build anything where they were. What's going on?!?!
Clarification! It seems that after saving and reloading, all my buff spells are getting nerfed to basic level, despite the fact that I have several shards, and had them at the time of casting for some (but not all) of those heroes. Check out this save. http://dl.dropbox.com/u/59263671/Bug%20reporting%20time.EleSav I PROMISE that my sovereign has had those spel
Some of these are pretty old, but still annoying. A. When I load a game, objects in the fog of war (crystals, shards, etc, etc) don't always appear on the map properly for a while. B. When I convince a sovereign to surrender, the last city they were stationed in disappears, but the terrain it occupied is still listed as "City", when i hover the mouse over it, and I cannot send in a new pioneer to found a new city there, because a city cannot be founded on city
[quote who="mmilleder" reply="4" id="3136573"]For me the hit point bar gets updated at the start of the attack animation, while the floating damage numbers show up at the end of the animation.[/quote] So it's accurate, just a fraction of a second faster than the floating text? That's not really a bug, in my opinion... lucky :P
Ahh, didn't realize that, my bad! Now I'm not sure which version my game was started on.... Hmmm...
So I was playing the arena and kicking butt, when I got to the what I think is the final fight (I had just won Heartseeker and some other cool stuff, and was fighting the Onyx Golems). I started by sending in my best guy, he hit them, managed to kill one. Being all smart and tactical and all that, I then wanted to double check the stats on these golems, so i clicked on the image of one of them on the side to bring up their info screen. This is when it all went to heck.
To answer Kantok, when you go to load the game, if you hover over the saved games name it will tell you what version it is. I also had a big with this quest, but it isn't the same, so I'll report it in it's own thread so as to not cause confusion. I did get a screen saying I received heart seeker (but then i ran into my own issue before I ever finished the arena), so I'm not getting the same issue (not saying it isn't happening to you, just saying in my case, i