It is removed from the spell book, when your sovereign hit points are less or equal to 5. Then you cannot cast it any more, since it always removes 5 hp from sov max hit point. If your sov levels, or gets hp above 5 from any other means, paragon spell returns to the spell book.
szilard_fater
I do not know if it matters, but the attacker is an obsidian golem and casts imprisonment on my sovereign before escape. I try to post a savegame, would be nice if I could attach it to the forum post.
The escape "spell" your soverign gets with the Cautious trait removes your movement points when you escape from a battle at end of turn AI attacks. So next turn you are stucked in the same position and the same monsters or AI armies attack you again at end of turn. Since the spell has casting time, you usually loose some hp in every battle you escape from, and stucking in that position just kills everybody eventually (in several turns). This way this spell has no real use, so I assume it is a
Another issue: it looks like autosaves are created before monster/AI movement at end of turn, but loading autosave sets "timeframe" as if monster/AI had already moved. Example: if you have an autosave just before monsters killed your pioneer or ruined your city, loading it always cancels these actions. So as it was mentioned already in another thread: if you set your options to make an autosave in every turn, then you can always cancel any monster/AI action by reloading the last autos
As title says. Critical damage usually works on spells, but not on horrific wail.
[quote who="vvpeev" reply="2" id="3359217"]I`m against "wait" button. My reason is in most cases (at least - that was my experience with wait-function in tactical combat in HM&M series) that leads to "abuse" - I wait for other player (AI) units to be in range for a first strike. So I wait and AI waits and it will lead only to prolonged combat, but not to something useful (IMHO).[/quote] It is possible to do this now, without a "Wait" button, so I don't see this as an argument
Recently in tighter tactical maps with full stack army I found myself quite often stuck in between my other comrades. So there are other units blocking the way, but they are later in the initiative order. Currently this is a lost round for that higher initiative unit. It would help if there was a "Wait" action button to put the current actor one place back in the queue. EDIT: of course this would be enabled only if the unit did not move.
After casting tectonic shift and standing in middle of the stinking mud, champion cannot move any more in the battle.
As title says. See image below. http://i.imgur.com/H9kjKyU.jpg
As title says, right after occupation Deorcnyse is a level 8 village. http://i.imgur.com/bPsLGa0.jpg
It happens quite frequently to me that in the early/mid game I occupy another faction's cities and it would be really hard to connect them to my empire. Either my army found them too far (and pioneers are expensive resource), or even worse there are some wildlands or the master quest area between us. So I could just build a palace in the old capital of the cleared faction, and it could count as my "second capital", considering connected empire.
I feel that eliminating an enemy faction could reward some fame, what do you think?
- After version 0.8 no more champions have dual classes, as far as I see in the CoreUnits.xml - Before this version it was possible to switch between different paths of multi classed champions, you had to scroll the mouse wheel over the currently visible path icon
As for the high level champion: at 400 fame you get level 9 champion, it is not so hard to reach level 20 with both of your sovereign and this champion. Then if you have most of the HP increasing traits (like tough race, ironeer blood, defender sov with hp increasing traits), you can cast a lot of paragon spell on your champion until sov hp falls below 5 (then you cannot cast it anymore). Dual class: it is tricky, because normally you see only one path besides the general trai
Map settings were all maxed, difficulty was ridiculous (both monsters and AI).
Please either add repeatable tech for dodge and defense, or remove it for attack and accuracy. In my last game AI player had 170% bonus accuracy when I met her, so you can guess how much my dodge focused units were worth against them. My best champion was a level 58 assassin/warrior (0.75 Flurin, stacked paragon spells), with 150+ dodge, 40 initiative, untouchable even by dragons. He was killed in the very first round, before he could act anything, by the AI units (lev
In the attached screenshot below you see an AI unit, with way too much traits, and a nice +170% "bonus player ability" accuracy bonus. Was this intended, or is it a bug? Game difficulty: ridiculous http://i.imgur.com/pUQixIv.jpg
LH. Example: you got a level 5 assasin at 100 fame with some traits. at level 6 instead of a trait you choose to pick warrior class, and from level 7 you pick traits from warrior tree. But all assasin traits from level 1 to 5 are still there, even the class trait itself.
There is nothing to remove, all traits from previous levels should remain intact.
Do you think if it is possible to mod this: At any level up, but only once, champions could switch to another class instead of picking a trait. From this point onwards, they could level only in the new class. Thanks for advices.
I think it would be nice if at any level champions could choose switching to another class instead of picking a trait. From the next level onwards this option would be unavailable, and you could choose traits from the new class only. This could increase champion diversity and decrease reloading champion arrival checkpoints if you are not happy with the classes of your possible newcomers.
At 400 fame I could choose between level 9 heroes, then at 800 fame very low level (3-4) heroes again. I would assume the higher my fame, the better heroes come.
Just had two battles in a row, one with a few bandit groups, another with two drakes and got nearly the same xp (32-34).
Some more info: it may be a display issue, happens only after loading a saved game. Pressing next turn button fixes it, and the population seems to be growing even in that turn.
I think the +1 level traits (sov, faction, or fortress improvements) as they are currently implemented not really worth taking. Basically they just give you 10 or some more XP to reach the second or some other low levels. It would be much better if they would have worked like in MOM, where your unit has the same amout of XP, but with that XP they are several levels higher, than a normal unit. So for example soverign without Veteran would start at level 1 with 0 XP and