[quote who="Qlord" reply="69" id="3239154"]The game is fun and addictive great job there Stardock, but at least on my laptop it crashes frequently (maybe every 8 turns or less). So I limited my vote to fair until the crash issues are resolved. Maybe it will never run reliably on a laptop with Vista.[/quote] Wow that's a lot of crashing. If your laptop meets the system requirements I strongly suggest making a dedicated thread and posting crash reports and saves.
DsRaider
Thankfully I lost my faith in most of humanity at a very young age. Thus I have never operated under the assumption that most people are more then deranged sock puppets, so I don't care what most people think and have no problem either ignoring trolls, laughing at them, or manipulating them.
[quote who="seanw3" reply="9" id="3238772"]+10Hp, but with a level 10 prereq is fine. At level 2 we are just pissing all over the random trait function.[/quote] Indeed if you grab this right away it is usually a over 50% boost to the overall strength of a champion.
I have done this as well. Perhaps there should be a minimum initiative, say 8?
[quote]The flip side is this event can trigger for AI as well. So if you make, say a unique monster spawn from an event, don't be surprised if you run into the monster even if the event didn't trigger for the player.[/quote] Ahh I have run into this. I was wondering what was up with that. [quote]it will straight up bug out and instead of the appropriate quest, you'll get some "Bandits on the loose!" quest pop-up. Why? I don't know.[/quote] lol
I for one welcome our new Bear overlords.
[quote who="Trojasmic" reply="5" id="3238697"]Dude, it was already nerfed. It was 15 before. It's starting to become not worth it.[/quote] As compared to what? +10 Spell resistance, or +1 initiative? It's still much better then every other early game trait. Also are Bottled Fire supposed to cost mana?
Can we also get a Adventurer's Boon nerf. At +10 hp it's a no brainer, and is counteracting the champion hp nerf. Also ya please fix the World Difficulty Tooltip ! This has been broken for so long. I want to know what World Difficulty actually does....
Still a problem.
I have been playing the latest build and I'm actually quite surprised how balanced the game is. Is it perfect, definitely not. Would someone new to the game really care, no. Good enough I guess. I mean a few more patches would be a good idea balance wise and loading still makes me crash 50% of the time, however it's pretty good. As much as I would like to see more content, and well everything, it could be released after 1-3 patches. When you get right down to it except for the crashes
Also armor would block that damage. So it's really bad.
I would like to have tags for goddie huts that allow them to be persistant and not disapear when walked on. In addition I would like to be able to give those goodie huts cooldowns, so you can't walk on and off them repeatedly. This would allow modders to create special persistant locations and dungeons.
[quote]All 3 main types are used in Canada – in French and in English.[30][31] Social Insurance applications for Canada use DMY format.[32] Passport applications[33] and tax returns[34] use YYYY MM DD. Nearly all newspapers use MDY (MMM[M] D, YYYY).[35] The default date format used by Microsoft Windows for English Canada for all-numeric dates (short-dates) is DD/MM/YYYY, and for long dates is MMMM D, YYYY in Windows XP and MMMM-DD-YY in later versions; for French Canada it is YYYY-MM-DD
[quote who="Derek Paxton" reply="126" id="3237602"]I agree with this with some additional caveats. For example I don't care if players kite weak monsters. If a banished ogre doesnt have a good defense against a fast ranged unit, that's fine with me. But it is a bigger deal for higher level monsters, and I will go through and review them all with an eye to figuring out which ones are vulnerable to kiting and what can be done to address that, especially if it make
[quote who="Derek Paxton" reply="105" id="3237507"]I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably. Streaching it between turns means that you as a player are losing turns when you could have been doing other things. Finghting other monsters you could beat, gathering form other goodie huts. The monster will heal, defending cities will get production (and the ability to rush). Units will move, enemies will attack.<
I hope they balance out some of the traits that effect hitpoints before release, like Adventurers Boon, Wraith Blood, and Scarred. Also I don't understand how they haven't rethought how essence works. Right now starting with 2 essence is a massively huge boost to a city, for little to no cost. Removing the Oracle and exponential nature of essence is a must.
[quote who="Frogboy" reply="86" id="3237044"]I'm hoping that Beta 5-B (tomorrow's build) will feel like a "released game" and then everything after that is what you'd normally see in a v1.1.[/quote] Well if by "released game" you mean the modern definition of playable but buggy and unbalanced, then sure. However if the next patch fixes the champion vs troops issue, and that's far from guaranteed, it will simply reveal many more serious imbalances. Late game in FE hasn&
After looking at the xml it would be entirely possible to create terrain that both land and water units can traverse. Still there is the problem that there don't seem to be tags for improvements or world resources to change the terrain around them. I guess we could mod in some stamps with beaches and then add just add harbors and only have them spawn on beaches. Then you could have them spawn ships. However unfortunately currently I don't think it is possible to design ships that gran
[quote who="Jean-A-Luc" reply="16" id="3236675"]The whole differing group sizes thing should've been axed imo. It just complicates balance so much. One group size for the entire game would work just fine and everything could be more easily balanced around it. [/quote] This idea deserves serious consideration. After some thought I can't think of anything the current group size system adds to the game. If you could only build groups of 5 the game would be less complicated and ea
[quote who="cardinaldirection" reply="11" id="3236823"]Please read the entire thread, I have outlined an extremely elegant system for beaches (which could be like shards in that once researched and constructed upon would produce a water-walking unit similar to the elementals created by shrines for binders; and/or also like gates through the cliff wall that must be controlled in order permit passage). Basic functionality would indeed require the creation of the beach tile, which would th
[quote who="mqpiffle" reply="22" id="3236744"]Monsters were given many traits (Frail, Endurance I, Endurance II, Tough, Large, Monsterous) that impact their hit points per level[/quote] That was just to counteract the fact that base hp per level was reduced. So monsters were nerfed as well. I'm not too worried about hp. It is the low defence and attack on some monsters that is the problem because the defence and attack of champions grows really quickly. A champ
[quote who="Derek Paxton" id="3236718"]If there is non-combat for x turns is still as gameable. I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead). There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat
[quote who="Derek Paxton" reply="3" id="3236718"]If there is non-combat for x turns is still as gameable. I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead). There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cau
After giving it some thought the big problem with champions was they snowballed quickly without requiring anything from cities or techs at all. Thus they quickly outpaced the city part of the game and rendered it pointless. The reduced hitpoints, lower level loot, and reduced build times will definitely help but I think they will simply slow down the initial snowballing not stop it. Once your champion finds even a shortsword and gain 2-3 levels he will still be able to start questin