[quote who="Derek Paxton" reply="61" id="3241242"]I know, I'm playing with it.[/quote] Cool, thanks for the reply. I'm guessing your trying to make the Magic tree more interesting and less dependent on the other trees so it is a viable stand alone option. Hard to do though with enchanted weapons simply being better replacements for military tech weapons.
DsRaider
[quote who="Derek Paxton" reply="59" id="3241206"]Ive fixed the staff and the Bottled fire spell. Curse Scroll works fine for me though, where are you trying to click it?[/quote] In combat. Clicking on the icon did nothing. [quote]Arcane Armor doesn't require Heavy Armor[/quote] But still costs less tech and is much better? I hope this doesn't make the military techs useless.
[quote]Lowered the casting cost of the Engineer's Healing Bot skill[/quote] .... Anyway please please please please I beg you fix the World Difficulty Toolbar. It should not give the AI info. Also some of the new items from the last patch are buggy. -The Bottled Fire item costs mana. -The staff of the furnace allows you to cast Coalstones with no mana cost or casting time. I was playing as Magnar and
[quote who="seanw3" reply="2" id="3239722"]The Shroud needs an overhaul. It hasn't been updated with the new city mechanics. I would guess we will get that soon. I hope the city is at least level 4 or has some really great tile yields to make it worth going after. And the city garrison needs to be something really hard to kill. Maybe they are protected by a Fell Dragon?[/quote] Maybe not that tough. I like that it is a comparably easy wildlands, however it is too easy now.
You also can't build cities in places too close to other cities.
[quote who="Lord Xia" reply="53" id="3240927"]Actually, if you were going to give the Wraiths a penalty, it shouldn't be a HP one, but how about a -10 armor weight penalty? It's thematic, and even though Resolin goes no armor, they would no longer be able to equip a normal troop with a full set of leather and wooden shield without a trait? [/quote] That would work too but as you said earlier the main problem is that the buff part of their blood trait is really really weak. I w
They should do damage based on the attack of the unit using them, instead of having their own damage value. That way they would actually scale.
I agree with this thread but the main thing is that they should be available earlier, upgrade would be cool to.
I think it would be cool, if unfeasible, if instead of being prone immune mounted units could be knocked off their mounts for the rest of the tactical battle. That would be very cool and and lead to interesting situations.
[quote who="CdrRogdan" reply="42" id="3240002"]The fact of the matter is that at 32 hp, without the ability to heal, even the most pathetic technology group of archers can kill champions. At 20 defense a group of 7 damage archers will inflict roughly 2 damage per unit. So against 3 archers with 3 units each you have a little more than 2 rounds to live. Even at 1 damage you can get pecked to death by larger groups.[/quote] Belt of Precog is an early game item that grants +25 ranged dod
The game is endless. It is only the scoring that ends at the time limit. You can keep playing it just won't count towards your score.
The Furnace staff allows you to cast it mana free and without a casting time as well...
I think it's too easy to completely negate unrest, especially in cities with essence. Really you could halve the values on unrest buildings. Other then that I like it. Your just mad about your mod. [e digicons]^_^[/e]
[quote who="Kongdej" reply="2" id="3239493"]Chaos is already pointless, id rather that stacked instead of ice elementals. Also it is not pointless to bring a unit that can cast slow FOR YOU. Although they should modify the ice elemental to cast the proper slow, just for free. But with no stacking.[/quote] They used to do that. It was changed because it was horrible and pointless.
I have also had monsters still defertilize my land.I don't think they should kill the city anyway. Some monsters like drakes are just impossible to stop and it sucks when the AI unleashes them on you by building in stupid places. Loss of a city even if rebuildible is still too harsh. Instead they should destroy random improvements, reduce the population by their attack value, and then wander off. Either that or they get rid of the stupid system where ZoC frees late game monsters from lair
[quote who="Heavenfall" reply="5" id="3239450"]Also create more mid-tree equipment choices for using crystal. That is, enchanted armor for everyone. I don't care if it's twice as expensive as chainmail - give us something. And then disconnect the late-magic tree from warfare tree. A few unit design traits originating from the magic tree would be cool as well. [/quote] Enchanted armor would and should still require metal and warfare tech. You could add Crystal Armor that also b
[quote who="ddd888" reply="8" id="3239501"]yeah but researching and building an alchemy lab without anything in civ tree is still too long and yet again the best way to get money and rushing buildings is still in civ tree etc etc[/quote] True you do still need a fair bit of civ tech but you can kinda specialize in magic. I would like for essence to stop being exponential and have more of the enchantments require research. That way magic tech would be more important. Really eve
In high essence cities you can go down the Magic tree for great effect. Gentle Rain is a good way to get food, and the Alchemist lab can grant materials and research.
-The Bottled Fire item costs mana. -The staff of the furnace allows you to cast Coalstones with no mana cost or casting time. I was playing as Magnar and this got really really overpowered. Like oneshotting entire armies for free OP. -Scroll of Curse is unclickable.
While Wildlands are a fun and interesting addition to the game they are currently one of the more imbalanced and buggy areas. Many are hard to take over but don't give noteworthy rewards. Some are also easy to conquer through abusing certain abilities or spells. In .982 Stardock will be adding more abilities to monsters to counteract kiting. Elemental Lords are also in need of more abilities. I would like to see Elemental Lord fights be more like RPG bosses instead of the current grinds.
There might be a problem with mages but it was only the hp gain from leveling that was nerfed. It was a very good change in my opinion.
[quote who="GFireflyE" reply="5" id="3239287"]Cool. I hope the city has turned into a lair of that monster type and is spawning all sorts of evil from its city streets... [/quote] lol unfortunately this was a bug not a feature. In fact when I tried to attack the city a pop-up flashed that said Ceresa is to busy to speak to you now. Also it may not be evident in that picture but the ZoC from the city is attached to a wildlands.
Well even with slow nerfed it will still be possible to get some monsters down to really low values using multiple abilities, and once you get to 5 or lower you basically never get any attacks.
[quote who="Heavenfall" reply="9" id="3239059"]Fire shrills? Naja? Obsidian Golems? Shrill lords? Air elementals? Crag spawns? Earth shrills?[/quote] I have also noticed exactly this.