The actual effect seems to be +3 prod/essence and +1 gildar.
the_rats
Also, it really needs a different icon to enchanted hammers. May I suggest a red ribbon around the hammer?
So, which is it?
The tooltip for flesh-bound tome as it appears in the opening lore book doesn't list the new consume spell.
On sovereign selection screen, slave lord tooltip lists information about defeated men and fallen being transferred to the nearest city twice, in separate paragraphs.
On sovereign selection screen: "Unlocks Consume, a spall that..."
Not available via Stardock central? (Yes, I have enabled beta downloads in the settings)
But but... [quote]Summon an Imp. Doing so requires the caster to permanently forfeit 1 Hit Point. Imps can cast any spell your soveriegn can. [/quote] I'd much rather imps and familiars were able to cast sovereign spells, than for this description to be corrected. PS: Also, that's a typo in the printed spellbook: soveriegn -> sovereign.
The more I think about it, the more I like it from an RP perspective. Juggernaughts and giants should be resistant to shrink; a smaller giant is still pretty damn big. Same goes for critical strikes: size doesn't matter nearly as much for an assassin capable of slicing your throat. Proper damage types are also a plus, as you point out.
This is definitely something that needs to be fixed. Interestingly, while currently base value increases are always better than equivalent +% modifiers (since the base increase is subject to modifiers itself), with your suggested fix base value increases gain a penalty: vulnerability to shrink and other negative %modifier spells. A +10 base increase on 10 attack will get completely wiped out by shrink, while +100% modifier on 10 attack is much more resistant to shrinkage: 10 + 100% -
Far from the first time this has confused rookie players :) A tweak to add a multiplier indicator (Refined economics II/III/IV/...) to the title each time it is researched would go a long way. Maybe also fill it with a different colour.
[quote who="joeball123" reply="6" id="3260906"]The pathing algorithm certainly seems to avoid rivers at all costs, if you let it decide how your units are going to go to that very far away location that's just on the other bank of this river that we can take a year or two to walk around. [/quote] I noticed that a few times, and wondered if that's a side-effect of some implementation shortcut in the path finding algorithm. If you wanted rivers to always consume all remaining mo
Cool, thanks for considering. I guess I'll keep to the sandbox after the first patch is out, and maybe come back for another campaign run later if I am in a story mood :)
[quote who="Jon Shafer" reply="3" id="3259350"]We're looking into all of the stack limit issues.[/quote] Awesome, that's great to hear. Do you have any plans to tweak the dialog to make mutually exclusive companions easier to manage? (At least, allow them to be replaced, per my earlier suggestion , or something else along those lines). I am tempted to do another run through the scenario with different pat
[quote who="BernieTime" reply="1" id="3259098"]I thought he had it in his list of spells, just not assigned to the hotbar.[/quote] No, pretty sure it was gone by the next map, I flipped through the spellbook and couldn't find it.
[quote]Assassin's Blade quest. Same as in betas. I get the sword when the quest starts. I finish it. The quest won't "go away".[/quote] The quest instructions are unclear on this one. You need to have the blade in your leader's inventory (not equipped) when you return to the quest location, otherwise it does not trigger. See https://forums.elementalgame.com/432080
Visiting the final quest location triggers a cut scene, after which the tactical battle begins immediately. Bringing up a unit card during the battle causes a scenario popup to appear over the top (see screenshot). It would seem this popup should have been shown after the cut scene and before the start of the battle.
I get the +3 attack bonus, but no dot.
Description says 5 damage for 5 turns, but none of my imprisoned units took damage.
The icon for the imprison ability on the unit detail screen and info card (in this case, for obsidian golem) looks like hurl boulder . The casting animation is a spiderweb, although once the spell has finished casting it looks like a prison. The enchantment icon on the affected unit's detail screen is correct.
(campaign spoilers!) I just picked up Ivann Ruga, and because I have a full army at this point, he consistently starts battles behind all other fighters. His charge ability is thus wasted getting to the front line.
Ophidians are not immune to the blind spell when it is granted by the darkling cloak. Sounds like magic to me.
On the campaign strategic map, giving an army an order to move onto one of the (impassable) city state tiles results in that army running in place indefinitely until the order is cancelled.