It LOOKS like they just got phased out. What it LOOKS like is that in that screenshot, 1 material = 1 craftsman = x production. And 1 grain = 1 farmer = 1 food. If I were to hazard a guess, they just removed the "middle man" (pun intended). Instead of a building that gives you +1 farmer, they just have buildings that give you +1 grain instead.
Heavenfall
Fixed OP, those spells were for fire3 not fire 2 =)
As a modder, it wouldn't suck if the list of spellbooks was scrollable and dynamic, so we could add our own spellbooks to the filtering mechanic. Ie, don't just list the 6 spellbooks, list instead all XML abilitybonus traits with Champion_Spellbook and no Unit_Spell_Rank
Another option would be to add another screen to the trait selection screen. When selecting a spell trait, but before you click OK, this screen would pop up. It will show you exactly what spells will become available. Mockup: http://i.imgur.com/j775b.png The spells listed there can be clicked to be shown in hiergamemon, or hovered over to read their description. This additional screen is SCROLLABLE and DYNAMIC
To help players understand exactly what spells will be available, I would suggest this addition to the hiergammemon. The idea is that you can filter the list of spells after certain spell traits. For example, I might select lvl 3 fire and lvl 2 air. This will show me ONLY those spells that become available as a result Fire only: Burning Hands Pillar of Flame Flame Dart Feedback Fireball Focus Air only: Haste Evade Aura of
The main way to get spells is to select those traits when your champions level up. Life and Earth in particular just happen to unlock strategic spells in the start mostly.
This only occurs if the attack is a killing blow
In ur head, steelin ur designz
I looked at the XML, and path of the governor is supposed to give Administrator, Merchant and Loremaster traits. These traits, however, lacks a tag so they will never appear.
I agree that this would reduce micromanagement. If you want to penalize the player for upgrading by making him use the mana to cast again, please streamline this by introducing a new button in the mana management screen where we can see all maintenance costs and dispel all spells. A new button, perhaps, with "Recast" text, which is only available if the available spell is stronger than the already cast one. Or, just autoupgrade. =)
Can you tell us specifically what spell traits you have unlocked?
There are no toes to step on as far as I am concerned. I'd rather work together and use each other's assets instead of marking territory. Besides, the Undead faction has always been "yours".
Nice to see you again, Wintersong.
I believe restarting helps this. Keep in mind you might see it more than once in a row. I see this bug happening when my internet connection is choked, maybe that is relevant?
Have you imbued your champion? That enables them to cast spells. Each time you select a spelltrait when a champion levels up, you should gain access to new spells. Some of these are strategic, some are tactical.
I think that issue is an issue in itself, so to speak. What we need is better control of distance to enemies at the start. I mean, unless they fix that system, you could play on a map 100 times larger and STILL start next to two AIs.
No, there is no inherent stat bonus for trained units or champions. Some traits and items can give you bonuses that increase things by 1 per user level. Also, summoned units differ in stats depending on their level when they were summoned. They don't gain when they level up, but you can still see two earth elementals with different stats.
Osirisdawn, in the original post it says Patch 0.76 (not yet released)
The dog that comes with bandits has a sort of bite-effect that plays when it attacks enemies This effect also plays when the dog is attacked. The effect then appears on whoever attacked the dog.
But weapons are balanced for their initiative, so to speak. The problem, which happened in E:wom as well, is that you can stack all these initiative-boosting items such as a dagger, and the result is that for some reason you can cast more spells. To me, that doesn't make sense, and the game isn't balanced for it. Initiative is currently one of the strongest spellcaster stats because you can spam all spells without casting time.
Afaik outposts cannot be upgraded. For placing cities, you have the tile yields that show you the minimum distance - a city will destroy any tile yield within a certain radius. If you are trying to use the spells that transform environment, the minimum distance you should do that from a city is somewhere between 6 and 8 tiles, not exactly sure.
It should be the same everywhere - 3x3 and so on. The only place where it could be acceptable to see a sum is when you're selecting an army on the world map. Then, naturally, they should sum all the attack from all the units in the army.
So the "explore" button for units is actually a toggle. But the button has only one state, which makes it impossible to tell if its activated.
[quote who="Draakjacht" reply="14" id="3061540"]no one's noticed that just below the glass is a sign to not touch it.[/quote] LOL I was jumping in my seat watching it. Was she going to touch it? Don't touch it, you cow! NOOOOOOOOOOO!
Initiative just needs to give less turns compared to trained units, and more spells need casting time