1. In one of my games Janusk was a lv. 1 "Crushing Blow". Thats a profession? 2. Are Bees and fruit supposed to spawn at start now? 3. For some reason when purchasing units the symbols on the buttons for vetrancy levels and group sizes are off place. Instead of being on the buttons they are quite a bit below them. 4. Heroes sometimes fall through horses. 5. Choosing units to cast spells on doesn't work if they are in cities. The selection screen is blank.
DsRaider
[quote]Mounted heroes often seem to sink into the middle of their mounts for a while. Usually they pop back up pretty quick. (In case it matters, they are kingdom, but riding purchased warg mounts).[/quote] This happened to my sovereign when he cast a spell. Also for some reason when purchasing units the symbols on the buttons for vetrancy levels and group sizes are off place. Instead of being on the buttons they are quite a bit below them.
[quote]12) I just noticed that ~every child of the AI-souvereigns does have a blade named "Wrath"-something which adds +60 to attack. While I welcome the difficultiy for me I would think a normal gearing up or different names for the blades would be better.[/quote] They just love this weapon and spend all their money on them. The weapon can be bought at the store when you unlock it on the magic tree. I first noticed it when I married my son to an AI's daughter and she came with this s
WoM is far from broken. It may be a little bland right now but that's not nearly the same thing as broken. It looks like WoM will get 1 or 2 more content patches after FE and then still probably some more bug and backward features from Fe after that. Honestly I get the impression that FE exists simpley because of engine limits in WoM. They had to go with a stand alone to really bring Elemental to it's potential.
[quote]Are you sure? I don't see a difference. Cloth has always given 1 and leather has always given 2. Maybe I'm mistaken?[/quote] Ya I'm pretty sure cloth pants used to give 2 armor and now it's just 1. Both pants and chest pieces were 1 defence higher then other armor pieces but this is no longer true for cloth and leather pants.
Updates figures to bring stats in line with 1.19 ninja changes.
Hmmm... Both cloth and leather leg armor defense has been reduced by 1. When was this changed? Good to see that devs are looking in to armor balance. I will have to update my thread.
[quote]I like the flavor text stuff, could be set up in game as a reference where after encountering/killing one, it would have the flavor text and some general info about the creature. Such as if it poisons, or does elemental damage (but not any specific stats). [/quote] Ya it would be really cool if there was a in game beastiary that you could access by clicking on a monster or something. So you could easily view stats, weaknesses, abilities, and fluff.
[quote]Beta patch or not your kind of missing the point as to the purpose of patches in ANY form, i.e to make things better and fix things that were nto working right before. And yet despite this we have new issues liek the one I am having issues with turning up and also old issues like the OOM issue that is affecting masses of people which are still in and have stayed in since release. Meanwhile SD's seems to be mainly focusing on features for the Fallen Enchantress.[/quote] Ummm,
[quote]But what about the spells? Any plan to spice them up? New spells coming to anihilate armies? I didn't hear much about the magic system only about the new battle system which seems already very interesting and keep my interest for Elemental.[/quote] I believe some dev in another thread did mention that spells and especially how spells are researched is going to be completly different in FE.
Because the Fallen aren't one race and all live on the same continent, thus they have to live with diversity. Meanwhile the Kingdoms are geographically isolated from the fallen and all share the same origins. They probably see Fallen as less then human because they are unnatural creations. Like Duke87 said they cling to the past where humanity ruled the world.
[quote]My little team will be on v1.3 and the actual Elemental team will be on Fallen Enchantress (my little team being the equivalent of Darth Vader and his two wing men in Star Wars).[/quote] [IMG]http://img196.imageshack.us/img196/6366/darthfrogtiesquad.jpg[/IMG] Go Frogboy Go!
[quote who="Polistes" reply="28" id="2901973"]I hope you can stumble across baby versions of some of these creatures, like the Ignys and be able to raise them over a period of time for an awesome "pet" to have at your side![/quote] Honestly one thing that I think needs to be in FE is new way to recruit monsters. The current system in WoM is awful. Backing up your troops with some of these new monsters would be awesome, and spice up play
...and this is why you don't feed trolls. Please could we stay on topic and not devolve this wonderful post into flame wars about whose opinion is or isn't valid. We might scare the devs away. Even if someone posts a somewhat valid but completly offtopic complaint post the best thing to do is ignore it so we only have one bad post instead of half a dozen. Anyway 1.3 goodies... Discuss!
No more training of individual units (4 will be the new minimum) Wait.... is this going to happen to bandits and darklings to? That would be cool. Rawr, killer monster stacks!
[quote]There are more monsters coming. And some monsters are going to be removed in FE (I know, sacriledge!). The bland Minor Fire Elemental, for example, is gone and replaced with the Ignys. A few wolves have been cut. Bascially anything that uses a reskinned model went on the block for us to decide if we wanted to make a new model or not. And if we were going to spend time making a new model was that really the creature we wanted to make, or did we want to make something new.[/quote] <
Wow 1.3 sounds awesome. Tactical AI changes+Strategic AI changes Nice No more training of individual units (4 will be the new minimum) Seems like this will take alot of work, especially in regards to balance. However it will make armies seem much larger and help differeniate heroes. A very nice change, and balance needs work anyway. No requirement for buildings to build a unit (buidings will e
[quote] You can auto-resolve safely if your armor is like twice the attack.[/quote] More like if armor is slightly higher then attack. Which because monster level up really slowly is basically all the time.
I have always had the exact opposite problem. Never enough monster and they are always weak. I play on medium maps with 6 comps and don't see trolls till turn 200. BY then I am around 50-100 turns till I win usually. I once played a game to turn 700 or something just to see if monsters would ever become a threat, they didn't. Elemental Lords apparently just don't spawn anymore.... One unit in a city with decent armor pretty much makes them monster proof. I think the more powerful monsters nee
I'm not sure if you guys will love me or hate me for this but: http://www.gamersdailynews.com/story-22607-Elemental-Fallen-Enchantress--First-Creatures-Revealed.html found it on google.
One could argue that Quests are the main game in Elemental. I have to agree with Tridus. I would be really happy with just the ability to goof around on a normal single player map with a friend. Competitive multiplayer comes second. Please excuse the following rant: Elemental is all about exploring and building and not about rushing and newb stomping. It's just not built for that. Trying to make it competitive would be like trying to shove a triangle block into a sqaur
Issue: Equipment Balance https://forums.elementalgame.com/405008 Summary: Equipping full heavy armor and two handed dmg weapons is the only way to play. This not only kills unit diversity and strategy but is one of the main reasons the AI is so easy to beat. There are many more negative side effects. See the above Some Math for Armor thread for much more detail.
[quote]In Fallen Enchantress, the Fallen areas are being revisited to not give off the “evil” vibe. [/quote] Good, I always hated this. The whole wherever we live the soil turns to ash, the plants rot, and the rivers run foul thing really turned me off the empire. It didn't make any sense. What do they eat? Also I hope you get rid of how expanding your influence into snow covered lands removed the snow. Really killed map diversity when all player controlle
[quote]I don't believe there are turns anymore, each unit just recieves an attack based on how fast they are able to make another one. Higher initiative means they can attack again sooner, you could get a mixed sequence of attacks where one of yours, then one of theirs, then three of yours, etc. If one unit's initiative is 20 and another's is 5, presumably the one with 20 will be able to attack 4 times for every attack by the unit with 5.[/quote] Replace attacks with actions. </
I think that if the the new initiative system works the way people think it does in Lord Xia's 1.2-1.3 news thread then we will have side stepped ZoC completely,at least in E:FE.