I've been training my mages in a 3-essence conclave with heart of fire and aura of grace . A basic mage group comes out with 45 attack (20 fire + 25 cold) and 22 initiative out of the gate; Magnar never stood a chance.
the_rats
Description says two seasons, upon initial cast the tooltip says "immobilised for two seasons", but the following season it becomes "immobilised for zero seasons" and the season after the target will be able to move. To be effective, tremor needs to be re-cast every season; this has been the case for as long as I can remember, would be nice to see it finally fixed (either the description, or the spell). <img src="https://dl.dropbox.com/s/j6kiyo367h6gl8b/FallenEnchantress_1348304246.pn
[quote who="alrom" reply="1" id="3232957"]You have to go back to the quest location with the blade in the inventory of the main hero, not equiped[/quote] Confirmed, that worked. Thanks! I guess there are two things that need fixing here: Final quest directions should say something like "Return the Assassin's Blade". The current "Have the Assassin's Blade" is nonsensical. It should work with the blade equipped, especially considering the blade is g
I believe that is a reference to city size, which has remained since before specialisation (L1=Outpost, L2=Village, L3=Town, ...) Now that we have specialised cities, and outposts are more meaningful, this is pretty confusing. Perhaps just put the city type in there (maybe keep "Village" for unspecialised L1 cities?), and at the same time solve the difficulty of discovering the city type. Currently you have to look at the list constructed city improvements to find that informatio
That does look terrible, font appears to be pixel-snapped. Do you run with ClearType disabled? This is just a guess, I have no idea if the new font rendering system is even affected by that setting. For reference, here's what it looks like on my Win7 64-bit w/ClearType enabled:
I found the new tactical display font pleasant. It is quite legible despite being italic. On the other hand, the opening lore book font is unreadable. Furthermore, in the first 30 seconds of starting a game I was bombarded with at least four very distinct font styles (lore book, empire founding narrative, spell book, hud ui). It definitely had a "USE ALL THE FONTS!!" feel to it. Would be good to see the fonts unified somewhat, especially now that the awesome fancy ser
Nice. And all this time I've been re-selecting the pier until I get a rotation with the boat in the water.
[quote who="ins2" reply="5" id="3233179"]Was it fixed in .980[/quote] Still in 0.980; updated my previous reply to reflect that.
[quote who="Heavenfall" reply="3" id="3232831"]Air shrill shocks are random in nature, they cannot be targeted.[/quote] Good to know, that certainly explains it.
[quote who="Sentinemodo" reply="1" id="3232828"]shrills aren't too intelligent[/quote] If that is indeed the reason, it would make me happy. I don't know whether intelligence affects tactical behaviour, but if it does, that would certainly be useful information to know. Forgot to mention: this is challenging world difficulty.
I am pretty sure that I get both the strategic and the tactical version of the earth elemental, but I'd never know that from the level up screen:
This was a really fun quest line, but after I chose to execute the last victim, the original quest location simply remained on the map with the note: [quote]"Have the Assassin's Blade"[/quote] Is that it? Is there more to this quest that failed to trigger? Should the quest location disappear?
These five air shrills distributed their shocks almost perfectly between my two golems. They might've killed one of them outright if only they focused their fire.
From 0.980 changelog: [quote]Fixed an issue causing the health bars in tactical to not update[/quote] From 0.980 game:
Here's another one (from 0.980), with a save game :
Very nice work on the city icons in 0.980! Distinct and easily identifiable at a glance. Now if only army icons were just as clear :) Here's another suggestion: army/unit backgrounds in the empire tree could be similarly colour coded. Current portrait backgrounds are too noisy at such a small size, so how about, for the purposes of the empire tree only, overlaying the unit portrait over a coloured background instead, representing the leader's chosen path: <s
Sometimes quest dialogs are big, centered, and keep the rest of the ui visible in the background. Sometimes they are smaller, off-center, and hide the rest of the ui. Sometimes even consecutive dialogs within the same quest. <img src="https://dl.dropbox.com/s/u5l9w2fvnge4q22/FallenEnchantress_1348191719.png" alt="" width="1920" height="1
Not so fast, in my case it was the "offer" that was wrong, as evident by me losing money after the deal was signed: In either case, the attempt wasn't entirely successful it seems.
Most games run just fine with Optimus hardware, and automatically switch to the dedicated GPU. For some reason, FE doesn't. It used to, before Beta3, but it no longer does. As parrottmath said, you can force the GPU for any specific program from the NVidia control panel. Here's the setting you want: I wouldn't force it global
I like the idea of the mirror image spell. I had another suggestion in reply #23 : mirror world spell that acts like death ward , bringing the mirror elemental back after the battle. Also, splash damage when killed would be nice.
[quote who="Alstein" reply="21" id="3220005"]I think the max level shards should give some scary demons[/quote] Shards are reasonably abundant late game, so they can't be too scary. I could see some mega-elementals bound by the unique buildings and high-level conclave upgrades, though: Pyre of Anniellum (fire; think Delin's evil cousin, with about half his strength) Hedigah Bathhouse (mirror; hopefully more useful th
[quote who="Alstein" reply="21" id="3220005"]I think the max level shards should give some scary demons[/quote] Some of them are alright, ignoring for now the cyndrum demon powerhouse (3k hp army — hello). Ancient grave elementals Too slow to travel with my armies, but they performed admirably as garrison supplements, defending against wondering wildland mobs and an occasional hero-less army that managed to slip past the front lines. They have
Spotted a 4/3/3(!) location with my scout, with quite a few nice shards and resources around it. By the time I managed to get a pioneer out there, I found that Altar has plonked down an outpost there. An outpost! Not sure what upset me more, the fact that AI stole my spot or the fact that they wasted it.
[quote]The new colour-coding of unit types is great, but I can never remember which is which.[/quote] Also, sometimes they are just wrong: https://forums.elementalgame.com/430651