[quote who="seanw3" reply="5" id="3243610"] Inspiration is +1 research instead of +1 per essence Now that we have most of this stuff in check, why not make a more powerful version unlock from Arcane Mastery and spell level 4? The per essence would be pretty well balanced in the mid to late game.[/quote] +1 for greater inspiration and enchanted anvils :)
the_rats
Worse, ranged dodge can't be found anywhere on the character sheet. Dodge tooltip should get a similar treatment to armour. Bump for an older request of mine, for ranged dodge and critical damage on the character sheet :) https://forums.elementalgame.com/423625
[quote who="Kongdej" reply="11" id="3239510"]If haste last lets say 3 turns, it also makes those 3 turns come faster, and that is kind of counter intuitive if you ask me, 20% quick turns for 3 turns = 60% more turn... that is not worth using 1 turn on.[/quote] That's not necessarily a bad thing. It means that it is now most beneficial for a support hero or unit (I wish more trained units could cast simple spells!) to cast haste on your most powerful melee or damage m
Another reason for turn limits is scaling mana cost on non-damage spells. Damage spells let you control mana spend through repeat application. Of the non-damage spells, right now many are too cheap (because they should be accessible) while many are too expensive for what they do, so they don't get cast until the lategame. Turn limits let you keep the spells cheap and accessible, but control mana burn with the same repeated application approach as damage spells enjoy: if I only hav
ddd888: totally agree with everything you said :) I see tactical support spells split into three categories, some are enchantments and are permanent for the battle (burning blade and friends - these are usually things you can cast in strategic as well), some lower-level buffs/debuffs that are often accessible to non-mages are time-limited (haste/slow/curse/blindness/wither/...) while some of the more powerful ones that tend to be only cast by mages are permanent with a mage-l
[quote who="Kongdej" reply="3" id="3239431"]I don't agree it should be readily available[/quote] I don't find counterspell to be always readily available when I want it, because it is limited to mages. I am suggesting the same here.
[quote who="Kongdej" reply="3" id="3239431"]That is a personal preference[/quote] Indeed, I am only offering some suggestions :) They may or may not be good, and if they break something else you get to keep both pieces. [quote who="Kongdej" reply="3" id="3239431"]I like that most spells except 1 spell I never use lasts the entire battle, actually makes them important[/quote] I'd like them to be important as well, but as I said, +3/-3 to initiative is&nbs
I think all the new spells being cast by monsters are great, but they also really highlight two issues: Many of the spells need a time limit Spells like blindness should be limited to several turns of combat, much like curse already is; Spells like slow and haste should go back to being slightly OP, but again with a turn limit; in my 0.981 game, so far I have cast haste a dozen times and
I installed the latest patch through Stardock Central, which worked great, but now it keeps on telling me every day that there is an update, even though it is the version I already installed. I think it is due to version mislabeling, Stardock Central believes that the latest available version is 0.981.2, while upon installing it you get 0.981.065.
I've run into this in several different builds now, on and off. Sometimes it is fine, and sometimes the mouse tile selection is way off. I'll try to demonstrate with screenshots, but since the mouse cursor isn't captured, I have indicated its position with a red dot: <img src="https://dl.dropbox.com/s/rmz9wuovsyauco6/FallenEnchantress_1348
[quote who="boredpeon" reply="1" id="3238516"]You can drag the items around in the que box[/quote] On city details screen?
I double-clicked on the city level up screen picture, the dialog disappeared (but played a building sound), and now my city is stuck as a village with no way to select a level-up bonus and no way to progress in levels. Population tooltip reads "city at max level" and the progress bar does not update, although growth still gets added to the population (note that it is now at 52 after a turn). I guess it is time for a restart :) <img src="https://dl.dropbox.com/s/b
Showing enchantments on the city details screen, and allowing them to be disspelled, is awesome. What would be even more awesome is being able to cast enchantments by clicking on the empty essence slot: Clicking an empty slot opens the spellbook on the city enchantments page Casting a spell automatically targets the city, skipping target selection <img src="https://dl.dropbox.com/s/k98t717v887blsr/FallenEnchantress_1348819007.png" alt="" widt
Also, while we are here, the monster HUD symbol is purple while the monster faction crest is green. A consistent symbol would help link the two.
[quote who="Werewindlefr" reply="33" id="3236489"]From a statistic point of view, this is simply not true.[/quote] You are quite correct, my phrasing was very imprecise :) Expected value of the damage output is the same, but the distribution is different, so in a multi-round encounter a sword is more of a gamble against high dodge opponents while a dagger will chip away at them more slowly but surely. Perhaps not very significant, but there are situations where doing less dama
[quote who="ddd888" reply="21" id="3236201"]right now 2 attacks per turn would just be equivalent to 1 attack with 2x dmg (or well there is a chance for 1 attack dodged and 1 not and such)[/quote] Not true; since attack vs. defense does not scale linearly, 2x6 of a dagger would be more effective against low armour and high dodge compared to a 1x12 sword (both do 12dmg vs. zero defense, but 2x attacks of a dagger make it more likely to land at least some damage, <span style="text-decor
Design template is global, yes, but what about the build queue? I am pretty sure I was seeing only the base stats when selecting a unit to build, without any city-level or empire-level (guild grocer etc) bonuses applied. Once the unit was completed, it suddenly had more HP than I was expecting based on the build menu selection. It would be good to be able to see these bonuses added up for us when selecting a unit to train, so we don't have to do maths that the computer should be d
I noticed that the resource icons disappear from the top bar when the amount of the resource is zero; so if at any point during the game I have zero mana, or zero crystals, the icon for that resource is removed. Besides being a somewhat annoying mis-feature (when I suddenly don't see my mana at a glance, I start looking around for it, and it takes me a minute to realise that it must be at zero - an obvious "0" in the top bar would be better), perhaps this shuffling of the resource
Unless, of course, they are true ranged counterattacks :)
See screenshot, gildar tooltip is displayed but the highlight is somewhere else, and not even aligned to the sections.
[quote who="Kongdej" reply="5" id="3233747"]Arh, well as you understand I disagree[/quote] [quote who="DsRaider" reply="7" id="3233887"]Once again the problem is the exponential growth in the effectiveness of essence.[/quote] I guess if the other enchants that are available to me weren't as strong, I might consider this strategy excessive, but to be honest, I prefer my choices to be significant. Trading 20% of my research and mana income over a few turns in exchange for 10
Can't wait to try these out with Pariden and the promised buff to elemental staves in 0.981 :) With four enchantment slots, I'll even have room for both enchanted hammers and set in stone.
I don't think these enchantments are over the top, at least not in this case. They make for a nice strategic choice, actually: on the one hand, I get some awesome mages; on the other, I sacrifice a fair bit of research and mana income, the mages take much longer to train, and they miss out on fortress accuracy bonuses. I also have to micro-manage the enchantments, so these mages are far from hassle-free. Three-essence spots are very rare in the wild, so a three-essence for
Debug dump linked.