Cynjian

Cynjian

Joined Member # 3126481
80 Posts 164 Replies 391 Reputation

Ok i will mention this bug that happened in my current game. I started out near Vetrar's snowy wonderland. Not too long after discovering this, Vetrar was messing with the locals, getting booted from the taverns, etc.. He needed to be dealt with. I put together a group that took him out but the quest never completed. https://dl.dropboxusercontent.com/u/8942084/1.EleSav Have a look

29 Replies 20,932 Views

I have noticed there are often squares designated river near the actual river but they look like normal terrain. Could some graphic be created to make these visually distinct? I had Nature's Cloak on some Troops, as I needed to take out a Lord of Flame and his posse, Whatever square they stopped in they left a little green afterglow when they moved on.

1 Replies 3,240 Views

[quote who="DsRaider" reply="14" id="3253824"] Quoting seanw3, reply 10Maybe Pariden should get -1Hp per level, but +2Hp per earthshard? That could be a nice balance. It pushes them to really go after shards. This plus a massive boost to the wraith ability. So it becomes 2 health per unit killed instead of 3 per group killed, or just 20% health drain on attack. That way Wraiths and Amarians become unique instead of generic.[/quote] It would be nice if it

15 Replies 9,640 Views

One of the oddest things I've noticed in the wildlands is that once conquered, the movement for all terrain changes to 1. At least it did the last time I conquered an area. It was nice, but it felt wrong to run over rivers and swamps like the were not there. I do like your idea of some of the areas remaining unsettleable, kind of creates a potential outpost battle ground. They could also put some of the world wonder stru

12 Replies 4,698 Views

I dont really like the idea of wonders in this game unless it happens to be some non-buildable thing that you uncover, perhaps in one of the wastelands/wild lands. If something along those lines happened it could possibly boost the function of the wild lands as well. The races are all researching lost ideas, and finding some of the greater lost treasures in a wild land might be more fun than building it. I really do like the 1 per faction type of buildings though. some mor

42 Replies 98,307 Views

Thank you all for you efforts! It has been great to watch the seed grow from Elemental to Fallen Enchantress. I for one will be a bit saddened by not having the beta any more. But I look forward to much game time with the released version, and the mods! (hopefully multi-player too) Look forward to hearing about your new projects. Cheers! [e digicons]:beer:[/e]

48 Replies 199,212 Views
Reply to City Defense in FE Beta

It might be nice to have the militia types get a current armor piece per city level. Level 1 would get a Chest, Level 2 a Chest and Legs, etc.

67 Replies 43,334 Views

Explore would be much more useful if you could select to have your unit ignore (or not) other races ZOC. I really like the idea of it and have been trying to use it, mostly when I Find the wee little skath eggs or stray dogs, but mostly it is too much a pain when they wont go through other ZOC's.

0 Replies 2,084 Views
Reply to Bandit leader in FE Beta

I recently tried out Nobility, it was handy to have when all the ai went aggro on me. Plus my cities did grow fairly fast. I wish Summoner would get some love, mostly in an increased list to choose from. Maybe each magic school had some more units but you needed to be a summoner to select them... Beastlord should work as well as those items do.

47 Replies 26,871 Views

In my last game, Verga had cast stoneskin on himself enough to have a defense of 80, 8-12 times. Later in the game I bumped into him again with a defense score of 60, he had stacked it 6-8 times. I found out that each hero with tireless march stacks. Was a fun find, but I'm not sure it is as planned. I played a game as Tarth, I would normally avoid them. With their movement bonus i

4 Replies 6,087 Views

It would be great if those monster bits were somehow useful. I think someone might have done a mod on this. I recently encountered the collar. I had never used the beastmaster trait, but I snagged a direwolf with the collar, it was some of the 'beast' fun I have had, until some bad gilder folks shot him dead! Just like that, no more poo poo puppy.

1 Replies 1,237 Views

My last game, I was clearing out some wilds areas and in one of the last caves there were 4 umberdroth's and a bunch of stone golems. We were all packed into a cave about as large as a medium sized bathroom. It got interesting very quickly. In that same game I did run into a death demon and two assassin demons in a group. They came very late when I was weeding out some Altairians, so I have no idea if they spawned or were remnants of a quest.

23 Replies 11,428 Views

[quote who="ddd888" reply="11" id="3240698"]but i made it as defender subclass it seems more indicated that way imo[/quote] Makes sense in a combat way to do what you mentioned. I kind of dislike having the traits, that help your army as a whole, be available to any hero. The amazing mage or tank hero should be just that, and the hero making the army work like a finely oiled machine should be separated out. That being said, I'm liking th

17 Replies 8,545 Views

I've been think about Governor for a while too. I think I would rename it 'Path of the Commander' and move all those (+ to army) abilities and create a few more (+ to city) skills to flesh out and centralize the command abilities. The Warrior, Defender, Mage and Assassin paths would contain stuff to embellish that specific Hero. Which a lot of those choices currently do very well. The Path of the Governor (Comma

17 Replies 8,545 Views

I would appreciate a button that would allow us to select the next unit, whether they are moving guarding or exploring etc.. Maybe use shift tab, or anything at all will do. I know we have TAB for selecting the next unit not doing anything, but I find myself constantly clicking the portraits to see if we have any surprises happening. Would be very appreciated in my opinion. On a related note, Could you make the explore button more ob

1 Replies 2,647 Views

I think it would be fun if you could upgrade the lairs, in a similar fashion to how outposts are upgraded. The upgrade could allow a variant of the basic monster. In my last game I have been trying to use the lairs more. I find they are useful to plug some gaps, or get an occasional ogre tanker, but I still primarily depend on my faction units. I made a custom Urxen race and they tend to do quite well.

10 Replies 6,616 Views

That will be very cool Heavenfall. I must say that the most fun I have had in this beta currently, was a game playing the frost giants and fighting Vini and the centaurs. The centaurs have always been better than most other opponents, at least so far. Vini used her magic well and her troops were well mixed.

1,118 Replies 2,452,238 Views

I think it would be good if you guys did a little something with the elementals. They need a little spice. Earth elemental is decent but could use something like a tunneling ability. It could be a 1 turn timer that lets it tunnel to any spot on the battlefield. And on the strategic map its move could drop to 1 and it could tunnel through mountains. Air elemental could use haste, and it could have an auto-cast of obscuring fog. Flying is n

1 Replies 2,647 Views

I have this problem at times. To fix it I scroll out to the cloth map and then back in. Sometimes on my laptop I run the game with my graphic card disabled (to save power) when I am doing this I find most portraits are just blank, but they are fine if I have my graphics enabled.

4 Replies 3,183 Views

I am glad this has happened to others. I had not had it happen to my units yet, good to know it can. It could be interesting when it is fleshed out a bit more. But currently it is mostly harmful behavior for the AI. I pray that he beefs up the ai so that it will be able to move to a different (more beneficial) target once it has engaged or been engaged by someone.

17 Replies 5,674 Views