[quote who="parrottmath" reply="85" id="3270942"] Quoting Tohron, reply 83Don't think I'd pay $5 just for a map pack, but I would pay $5 for a map designer - given how cramped the default maps are, I'd really like to add some that give you room to maneuver (and don't let Umberdroths hit you on turn 0). You do realise that the game already has a map designer. It's in the workshop area under cartographer...[/quote] I meant a tactical map designer.
Tohron
Don't think I'd pay $5 just for a map pack, but I would pay $5 for a map designer - given how cramped the default maps are, I'd really like to add some that give you room to maneuver (and don't let Umberdroths hit you on turn 0).
[quote who="Cruxador" reply="8" id="3259904"]That quote is basically how I feel about FE too. Also unfortunately true: "With little room for tactical creativity, the battles are more of a chance to see the units you’ve designed and heroes you’ve customized in action than a whole second side of the game." It's sad, but Derek focused on merely reorganizing the basic systems and ignored opportunities to add real tactical depth.
I proposed integrating this into a general system of map-based difficulty zones over here: https://forums.elementalgame.com/433333 So in essence, yes, I definitely agree that the tougher monsters need to be further away from starts - nobody should get randomly screwed because any city near the start will have its ZoC release a deadly monster long before there's any hope of defeating it. FYI, I would call "strong" m
1. Monsters do seem pretty inconsistent with regards to when they attack your stuff, which makes it hard to plan strategy. It feels like consistent aggressiveness would work better. 2. It feels like high-danger monsters should be further away from your starting area, yes. 3. The AI factions do seem to face less monster attacks - which adds a significant annoyance when you take an AI city and have to choose between clearing out the monsters or risk losin
Part of the problem is that there are many things in this game that can make the master quest easy, and it's not guarenteed which (if any) you have any chance of accessing. The Mana Blast spell you mentioned is quest-given, meaning the quest can't be designed with the expectation you have it - yet it vastly reduces the difficulty. Availability of shards, availability of high-power monsters to increase your xp, availability of certain powerful quest items or drops, are all
Have to agree on all those proposals. Right now, the only penalty for rushing an enemy city is the high, unmitigated Unrest afterward - and if you don't like that, you can just raze it after having crippled/killed a faction. I also suggested giving Path of the Governor a few traits to further boost any city militia's they're defending with, so said units can at least provide a buffer against late-to-endgame troops.
Judging by comments on the forums, there are still some significant issues with map randomness that can greatly affect the difficulty of the game for the player - if they luck out with lots of good resources nearby, they can start powering up fast - if expansion is blocked by lots of dangerous monsters, they're basically screwed (time for ctrl-N). So here's my proposition - upon gamestart, before placing resources or monsters, divide the map into a series of "difficulty zones"
Seconded on requiring Open Borders agreements - all the current system does is increase the number of clicks to keep stuff out of your borders. If the concern is players getting contained by AI, make Open Borders cheap in terms of base diplomatic value.
Sounds like improved random map balance could help with some of these issues - insure that there are a variety of shards near any given start, with the option to secure more of any given type by branching out in certain directions. Map balance could also keep the monsters near the start relatively weak, while having the most dangerous monsters localized in more distant areas that also happen to have good city locations and/or good resources to claim. Of course, the fast obsolesc
[quote who="Kongdej" reply="2" id="3240333"] Double HP for garrison units (these units are currently irrelevant against tough enemies except as temporary meatshields - might as well improve that function) This should only be added to city militia, but is a nice idea for a trait! Sincerely ~ Kongdej[/quote] That's actually what I meant :) [quote who="ddd888" reply="3" id="3240346"]stil the general governor need a way to gain exp apart f
Just read two complaints about the game that I thought could be addressed at once - that defending your holdings with garrisons is difficult/impossible when tougher monsters come calling, and that Path of the Governor requires active monster-hunting to be useful. Solution - give Path of the Governor a bunch of traits enhancing city/territory defense (and make monsters aggressive enough to actually go for cities after entering your territory, rather than wandering around while you wonder
[quote who="ddd888" reply="2" id="3237951"]yes seems good but you need to think something for champions surely sunder multiplied by troops count is good but what for champions? 1 armor reductions is more usless than backswing you would never use a axe on them [/quote] You could also have quest-given axes with an improved version of sunder, sort of like how there are quest-swords with more than one counterattack/round. And when you're dealing
Since there seems to be a consensus that Backswing isn't very useful, how about Axes get an ability more in line with their expected behavior - I'll call it "Sunder". It's effect would be to cause a stacking -1 Armor penalty to the target, which lasts until the end of the battle. Thus, if a 5-man axe-wielding group attacks a champion with 30 armor, and they all hit, the champ's net armor is reduced to 25 - another 5 hits would reduce it to 20. This would gi
In addition, all these traits boost the XP given by the spell Paragon (the base amount given is always the amount that would boost the target Champion from the start of their current level to the start of their next level).
As the title says, in .98, if you cast Paragon on a given Champion when your Sovereign is in the same army as that champion, your sovereign doesn't lose any HP. This is a bug that has been around since Beta 3, but hopefully, the bug-fixing beta will be the time for it to finally get corrected.
Just to be clear, I'm not suggesting removing the eliminated movement penalty - just changing the way this trait affects monsters. It seems pretty generally agreed that monsters aren't aggressive enough - and this trait contributes to this effect by making monsters do nothing to impede your expansion (except for the wandering monsters that seem unaffected - not sure if this is a bug). Anyway, to force all players to actually have to defend their land, it seems a needed
This would definitely be a convenient thing to have.
I'm getting the impression Brad was genuinely unaware that his behavior could really mess up some people's day. It's easy to be unaware of how your actions look to people with a different perspective, particularly when you have a circle of friends who have no problem with it. That doesn't justify her response, but it does serve as a reminder that maintaining an overall positive working environment means you can't just focus on the attitudes of your close friend
This beta removed the tech requirements for quests, but the Arena of the Slakhanan didn't get the message. It says you need Breon's Letters to enter, but won't let you use it (even if you do research Breon's Letters). Just something to fix in the next update. Also FYI, this is a game that started in original Beta 4, but was updated to .951 then .952. EDIT: This bug also is present for a new game (and the gates for the Master Quest endspot also seem to
It feels a little restrictive to always have to equip champions via the store, and it's quite frustration to have 10+ horses stored but your champions are stuck on foot due to lack of gold. So here's my solution. Create a new unit type (like how henchmen are a different unit type). Call this type "Equipment". In the unit design screen, you select armor, weapons, and support items (like mounts or rings), but cannot select Traits. Once you save an Equipme
Another thought on random events - If you make a big negative event when the player is winning, have the initial event just be an announcement - then have the actual negative consequences be staggered after the announcement. This gives a player the chance to respond, rather than getting immediately punished by something they couldn't have reasonably anticipated.
With regards to random events that trigger when they player is dominating - it seems like the wrong approach to simply punish the player for doing well (maybe I'm reading too much into the OP, but these are my thoughts anyway). Perhaps a good compromise would be to spawn something that is a dangerous threat, but which helps end the game faster if you surmount it (access to a powerful spell, a powerful item, a powerful hero who assisted you in defeating the threat, etc.)
Not yet. In the one game I played, I had a weird form of save corruption where you could load and play the game fine, but attempting to make a new save invariably resulted in a crash.
You have to dispel it (open the Govern panel by clicking on a resource in the top pane, then click on Enchantments and dispel it in the list), then recast it, in order to get the benefit of life shards gained after the original casting. Personally, I think these buffs should update automatically - it would be much less confusing.