those screenshots look horrible to me. Hopefully it's just an alpha and they get some refinement to the game's look.
smeagolheart
good news everybody there's a new patch for Legendary Heroes! [e digicons]:D[/e]
I feel that the Rush ability is perhaps a bit OP. It's hard to justify taking another faction because of how good it is. Instead of providing double your moves I'd suggest this sensible nerf to it: give the unit one extra move instead of doubling the units moves. So every few moves, based on the cooldown, Men could get to move an extra space. That seems much more balanced. What do you think?
I'll give this a shot later. The more quality factions the better
the early decisions you make impact the entire rest of the game
Never seen the AI summon anything either. Now that you mention it, I never really thought about it before but it is obvious this is missing. The battle against the trog guy in the Arena of Shakalathman would get a lot more difficult if he actually used his Summon Slag ability.
I just made a dodge based assassin and was an unstoppable one man army since about midgame. You say he took a level in Chuck Norris. I think the key is to focus on stuff that doesn't suck/do nothing when picking traits and paths. I don't see a point in Defender or anything worthwhile. Mage is the best. Warrior can be good - a few skills are good. Assassin can be really good but no real crowd control options. C
I pretty much ignore warfare as well. Enchantment in Magic gives better weapons much sooner than all but the very highest levels of warfare. I don't find I need anything past that actually.
I'm playing 1.30 and I've definitely seen the enemy sovereign wandering around outside city walls. It was his last city and I think Warlord Verga had decided to retake an outpost I had taken earlier but apparently abandoned. Unfortunately for him, I had an army coming for another direction and caught him unawares. His last city was well protected with troops. After beating him, I felt good about immobilizing him for the coming fight which would be a
speaking of reload bugs.. You can be attacked by the AI and die after ending your turn if you reload the autosave from that turn, you will not be dead as if the fight didn't happen.
I humbly request two additional keys to the interface that I have noticed are lacking... 1) I'd like some kind of button to continue a unit's queued movement orders. Highlight Randalf the Magician, press x or something and he will continue on his merry way that was previously selected. Unless I'm missing it there is no way to do this currently other than ending the turn and then all your queued movements on all your troops go. I'd
[quote who="Kantok" reply="247" id="3389444"] Quoting FuzzyGold, reply 246 Instead how about using letters? First beta version would be 1.40A, 1.40B, etc. Then when it's final make it 1.40 I don't give a shit if they use wingdings. I just want to be able to differentiate which version of the beta I actually have without playing guess games by looking at tech trees or fixed spells or what have you. [/quote] You a
I saw something similar to this in a buger joint in Holland. They had a wall of different food choices in something like post office boxes. You put in your coin(s) and open up the see through locker and take the food. The cook then puts something in there. Kind of like a vending machine.
My 2 cents on the game name... When the time comes I'd drop the Elemental name altogether and go with War of Magic 2 : Forge of the Overlord (or what have you). Elemental: War of Magic may not have been well received but Fallen Enchantress and Legendary Heroes have been. It will be perceived by the public as taking what you all have learned from the first one and expansions and moving on to bigger and better things - much as you already sor
I agree. I only own Legendary Heroes when I find stuff that only applies to Fallen Enchantress and not Legendary Heroes, it leads to confusion. There seem to be quite of few things "under the hood" in these games that are different between the two versions
I find caravan's highly distractive. Is not the purpose of the strategic map to strategically place cities / outposts (extend your cities and borders), and move around military units? Trade units (caravans) have no place on the strategic map: they belong in the spheres of diplomacy, spells and buildings.
I am in favor of this as well. Would be very nice to have.
Where's the August update [e digicons]:grin:[/e] ? Moar please.
When I see this mod it makes me wonder why summoner and evoker aren't separate paths?
abob101 the differences between those pictures - what the guy actually looks like and what his "profile" picture look like had me cracking up
Since we are talking about opening up additional land to exploration, I'd rather like to have a "myrran plane" that let you have warp zones/wormhole type entrances across the map as in MoM before opening up water terrain. I agree with the other posters that the added benefits of navies would require a huge sink in time and effort and coding.
Sometimes I hear the crash sound of an outpost being destroyed but there doesn't seem to be any easy way to tell which one was attacked. Clicking on the "there are monsters in your territory" usually gives a clue but it would be best if there was an even log button you could toggle. We need a "some resourses were destroyed, click here to cycle through them" that lasts the turn.
Not sure if this is related but during play with the the Beta, the winter lord giant yeti guy was wandering around outside his area. Is this intended or a bug? I would think he would stick in place or at least stay within the borders of his quest area.
Watching his let's play videos convinced me to buy the game, good stuff. Great game too