Nope. Two or so militia in the city, plus the several archers and/or mages, and only the militia take part in the fight. It happened 3 or four times, and is very frustrating, as the city that was moderately well defended just becomes a rollover for the enemy. Like I said it was a game changer, and annoying enough that I didn't feel like continuing playing after it had happened several times. I think the pattern was that I had just built one archer or mage
stevelamperti
Not sure how useful this report will be without a way to reproduce the problem, but I had a game changing bug happen several times in the current game I've been playing. What happened is that about three or four times in the game, I was attacked in a city, where I had several unit stationed. In each case, the archers and mages stationed in the city didn't take part in the defense, and after losing they were left standing outside the city. The first time this happen
It can't be too easy, otherwise injuries lose their meaning, but there needs to be some way.
I like the idea of random, cause it means that you can't just target the bad ones. If you can target the bad ones, it just eventually leaves everyone with just a scratch. JK. I think the random makes it more interesting.
Just a thought, but if I had the option to remove one injury on level up, I might take it. This would feel like a way to improve my champions that was also an interesting choice for the player. My thought is that it would be just one of the level up options, taken instead of a new trait, and it would heal one random injury. For me, one of the things that I would like is some way to remove these injuries, and this seems like this way to do that that, like I said, increases the inte
Someone please look into this. This really breaks having both a shield and a horse, which is quite a natural combination.
It's definitely an improvement to have a limit, and 4 items is simpler then 2 rings, one amulet, etc, and will actually lead to less micromanagement than that would.
This was reported in .77, and supposedly fixed, but I just saw it again. When you click the defend button on a mounted unit, there is a delay of about 30 seconds, or so. This is long enough for the user to feel like the battle has hung. Derek told me in a previous post that this had to do with some missing animation info, and he said it should be corrected, but I am still seeing it in the current version.
Had an interesting experience in the game I played last night. I was in a fight with one of the big boss monsters, just a bunch of archers and mages against the big rock monster elemental thing. He was in the process of killing my archers one by one, when suddenly he stopped moving. For as many turns as it took for my archers and last mage to kill him, he just stood there. Which is a bug, of course, but not the one I am reporting. What was really annoying was tha
I had the same problem. It's practically impossible without tooltips in a big city.
Both of these have been around since WOM, so I wouldn't be so quick to assume that they're fixed already. They really need some love. The popups interfering with each other is really easy to reproduce, and both of these problems are really disturbing when they interfere with the playing of the game, and they do. In my last game, a battle which I would have fought manually was auto-resolved because of the popup ordering problem, another time, I missed seeing the res
I noticed in another thread that this has been fixed. (Posted by Derek.)
I think you guys are trying to fix something that aint broken. The cost of items is high because it was too low in WOM. In WOM as soon as you had a new level of armor/weapon tech, you instantly could and did upgrade all your champions. This was broken, as it meant micromanagement to upgrade everyone, and it was way too easy to make every hero the same, and every hero too strong. In FE, while the numbers may feel funny in some sense, the balance works quite well, I beli
This has been a problem for quite a while. (Was actually in WOM as well.) The stacking rules seem to sometimes allow multiple stacks to enter the same space. I just faced an AI army of 5-6 stacks of 7 or 8 armies each all moving together in the same space. (Actually it was kind of fun, as I had some mana saved up, and just fought 6 blast the huge enemy army with a single fireball battles in a row. The AI's power level dropped by about a hundred points.)
Great. Thanks for looking into this.
In some 4x games you have leaders that are city managers. You can do this if FE, but the Champion is always listed as one of the units in the city, so you have to decide each time you have troops passing through the city to leave them there. If there was some way to designate the champion as the manager of the city, and then exclude them from the list of regular units in the city, this would make the decision to make them the city manager much more meaningful. There co
If champions were to die permently after receiving their fifth (or fourth, or even third,) wound, this would have a couple of effects on game play. For one thing wounds would be more meaningful, the player would have to be more careful with an injured champion, and the injuries would be much more meaningful. It would also lead to serious consideration of the idea of retiring a champion to a city to manage the city, as he/she couldn't be risked in the field anymore.&nbs
Bump! Hope someone in development sees this. I like to give units shields and use the defend option, and not being able to do it with mounted units is a real limitation.
Confirmed. It also happens with cavalry units, not just champions. Just need a horse and a shield.
This is actually a really old bug that was present in WOM as well.
Bump. It would be nice to get a response from a developer confirming that this one is on a list somewhere. It's really pretty broken.
I have a separate post about this, it's specific to mounted champions, and it's just a long pause. It looks like other things, cause you try to do stuff while it's paused, but it's just about 20 pause after you click on the defend button. It you just wait, or don't use defend it works, but 20 seconds is long enough so it really feels broken.
I think you missed something. The -10 metal and the +1 Maintenance do not mean the same thing. -10 metal is a one time thing, I believe, and +1 maintenance means per season. Given this, I can see what they were going for. You use ten metal, and your per season maintenance is increased. It still might be nice to make it clearer, but the other thing your suggestion doesn't deal with is space. Keeping text as short as possible is really important in UI dev
Same thing happened to me. It was some kind of drake tooth I was told I won, but it didn't appear. I Think that my city was defended by a champion and some troops, cause I remember checking my Sov for the tooth, and not finding it after the champion didn't have it. .77
Still there in .77. I know there is a lot of stuff being reported, but this one is kind of ugly.