For me, healing spells always update it, but taking damage doesn't seem to work right. I'll hit an enemy with Twin Strike, for example, and the health bar reflects the first, but not second hit. This is especially amusing when the second hit scores a kill, because the death animation will play out but the creature still has a health bar!
Markon
I know their is a spell that randomly removes one effect from a city, I have never tried to cast it on one of my cities, but it might work for you. Sorry I don't recall the name right now, i just know I have seen it.
While that's very true, it kinda sucks to get your 3rd set of throwing knives, when you haven't seen any armor at all yet. It would be appreciated if either the list was a few items bigger, or if their was some weight thrown onto (or off of) items that haven't (or have) appeared.
I've seen this too, it is most easy to note with regeneration spell because you can see it tick. My hero who has had the spell since turn one is only getting one life, my heroes who got it much later, before a big fight, are getting three. Similar issue with amount of protection from stone skin spell. For what it's worth, I think I noticed the same problem the other way; my Stone Skin spells are still pretty strong, even though I later lost a few of my earth sh
The discount depends on exactly when you registered it. I know I'm getting it free, I got the deluxe edition on day one. I don't remember where exactly the link is, sorry. I believe 2010 means free, early 2011 means a discount...
Definitely some good ideas here for how to do it, I'm a big fan of either having it be a high level spell or a building that could do it on chance every turn. Maybe make the chance go down every time it happens for the same hero, so getting rid of one or two wouldn't take 50 turns, but having a hero that has lost a dozen fights get back to full strength could take many, many turns. Or maybe a potion that could be bought for a reasonable cost from a high level building...&n
While I believe the developers are looking here in general, I believe they are looking much harder for anything that says [BUG] in the title. I know I would be, if I were them. (Not saying other posts aren't good too, but I think bugs are a priority).
Yeah, but most people zoom through that screen without really looking at it. It would be nice if some sort of warning popped up when you were sending one unit in out of a bigger stack, some sort of a "are you sure you want to send XXXXX in alone"? Obviously, if the unit was alone to start with, this would be repetitive (and therefore shouldn't pop up), but it would be an awesome feature. Or maybe (even better!) if the unit management was done differently, and spl
Malsqueek, I think you put it even better than I did, thank you. I wouldn't mind an occasional game where the starting location was only OK (not even good) for a city, as long as all the surrounding terrain had level appropriate monsters for me to fight, and the closest good expansion spot wasn't 20 turns away and protected by end game difficulty monsters. The primary point of my post wasn't the difficulty, that was a side note. The primary point
In response to poster number 2, I do kill the smaller armies. There are only a few of them nearby, this gets me a level, MAYBE, MAYBE 2 if I'm lucky... and them I'm stuck waiting for smaller armies to respawn (which takes forever) or for units to be completed to serve as casualties, much like seanw3 said. I play on all the default settings, because
Soooo.... I recently started a game, where withing starting eyesight, were 5, yes, that's right, 5 of the big dragon statues. 2 of which would have been within the boundary of my starting city if I had even bothered founding it. Does anyone else think that having tons of late game opportunities, but none early game, kinda makes for a boring starting location? Honestly, the random map generation has mostly disappointing me in this game. In the solid majority
So I was going to load a saved game, after trying a fight that was WAAAYY to hard (gotta try a fight to see how tough the creatures are). Anyway, in a fit of clumsy, I accidentally clicked DELETE instead of LOAD, and it was instantly gone. No message asking "Are you sure you want to delete this saved game?". I'll be the first to admit, I was clumsy, it was stupid, but it CANNOT be hard to either; A: Move these two buttons away from each other
Ok, these are kinda 2 separate thoughts. The first one I saw in another thread a little while ago, and I like it, a LOT, so I'll repost it here; have monsters be willing to stray a bit farther, and be more aggressive towards cities, but, when the DO win in a city, have them reduce it's population some, and destroy a few buildings, without completely destroying the city. (unless it was a smaller city or bigger monster, of course, if you found a city right next to a 20 foot
Having worn body armor before, I can safely say that it really doesn't impede movement all that much. I'm sure old fashioned stuff would likely be a little worse, but seeing as encumbrance (in this game) come almost exclusively from armor, it really shouldn't impede accuracy all that much. I do like the idea of balancing dodge a little better though, that could be a good way to do it.
Suggestion 5: about 30 % of their items (including, for sure, their weapon), are broken but CAN be repaired for money. Meanwhile, the side that kills them gets a fragment of the item, and if they collect enough fragments, they can pay some money to have the fragments forged into another copy of the item. This gives a fair, but not crippling penalty to death, while also allowing repeated winners to effectively "loot" items from enemies after they have killed
Well, I know that the AI doing is part of the game design, we can do it back to them too (though that's a whole 'nother can of worms I'll get into someday soon, i don't really LIKE the ability to do it). It's Brads comment from a while back now about how the monsters shouldn't be doing it that makes me curious.
OK, so, these are the actual, definite bugs I've found (not balance, etc, I'll address that in another post sometime soon). [.76] When i did a quest that spawned a bunch of monsters on the map (fire elemental types), some of them got stuck on the top of the mountains nearby, even using tons of mana to lower the height of the land around them didn't help me reach them or them move off. the rest are from .77 The Varda
I'm curious if anyone else can actually see their tooltip update between swings, to see how much the percentage is dropping by (and I know the percentage is based off of the accuracy stat, but it won't correlate directly, just curious if this can be seen)? I wish I had thought to check for this during patch .76, when my guy with maul could sometimes, on big, big enemies, hit about 20 times (no joke). Unfortunately, only thought to look at that little stat box during
Hey, just read something from Brad, XP will be getting split, there goes the easy stack of doom. Curious how that will work out in the long term, but there it is.
Click the picture! Dude, you're my hero, lol. Only time I ever cast sunder, it was resisted... I still think it would be cool if that one guy could absorb any earth magic, just a thought.
Ahh, i was thinking this was from FE, I'm sorry... no idea why that's happening to you in WoM, good luck. Sorry!
hmmm, so the bug is only hitting some systems? I'm on patch .77, and it was affecting one of my heroes, i think he has a butchers sword, and also any enemies I ran across with Maul, I believe they all miss after the first swing (if not ALl of them, than most).
I believe he means, if you adjust it downward (in the start game menu) then the monsters go after the AI more. No way to adjust it mid-game, that I know.
Still kinda curious if anyone has an answer on this... (a.k.a. BUMP).
Counterpoint to the whole: design your own defenses in the city... it will be a big task. If it's done poorly, it will be really abstract, and people will be upset. If it's done in a detailed, well thought out manner... it will be another thing that players need to deal with, unless the AI can actually do it well enough for the player. When I'm making a city, I don't want to have to spend several minutes planning intelligent defenses for it, especiall