matreus

matreus

Joined Member # 3438505
4 Posts 9 Replies 4,024 Reputation

Hi Sean, Your mod is simply incredible. I spent the last 10 hours playing with Altar and trying to survive and to expand while fighting the never-ending hordes of brigands, darklings and shrill. The tweaks you’ve done to the monsters aggressiveness and groupings really add an impressive challenge and depth to the game. We really need to cleverly plan our defense and your mod makes city spamming a non viable solution, as we need to fortify, build defensive structures and really p

856 Replies 2,035,075 Views

Hi Tengill, Individually soliders are weak, but if you search the appropriate technology from the WARFARE tech-three, you will be able to form group/party of soldiers. Their overall HP, defence, attack and thus potential will increase a LOT, so you will see that they will become way better that the low-level summons. In later game, the summons seems to offer diversity (with their powers) but your CORE will be composed of regular army. Also, you can raise indivi

15 Replies 15,100 Views

[Suggestion] A realistic way to challenge imposing empire (Decadence, rebellion and decline) Hello, In most medieval/fantasy games I have seen over the last decade, I haven’t really seen something that have occurred for most of the major Empire of the world: the inevitable decline and decay of any imposing civilisation. Due to a numerous number of factors such as the complexity to manage, the impossibility to defend across hundred of miles, the cultural difference

0 Replies 3,014 Views

Spell of Mastery? I would like to know how the development team has implemented the spell of Mastery and the winning condition that will occur if such spell is casted. I don’t know if the in game mechanism is finished and coded yet, but I would like to expose a concept that could be interesting. Spell of Mastery : A such powerful spell that will allow the mage to ascent in a god-like being, and thus, become almost unstoppable, instantly winni

5 Replies 6,129 Views

Hello, according to the actual v1.0 spellist provided by Brad on this thread (https://forums.elementalgame.com/385974) the Combat spell book contain only tactical spells. I assume since the tactical battle aren't in yet, they were not included in the Beta3 that we are currently using.

2 Replies 2,247 Views

What could bring a titan to the world (And create an Awakening) ? 1) Each use of the CALL TITAN spell should have 33% of creating a real awakening and summon of the titan. Using a such spell should be really dangerous 2) A technology should be added to the adventure tree after the research TITAN. We could create a research or separate path for each titan and put the in game lore for each research. Res

2 Replies 4,524 Views

Hello, I would like to suggest an interesting feature that could create an important end game tension / danger: the titan awakening possibility. Since the official book isn’t out yet, I’ll base my assumptions on the lore provided on this website and forum. From my understanding, the titans are immortal god-like beings, which seem to feed upon magical energy. To control the world magical energy, they have shaped/trapped the magical sources in the form of the a

2 Replies 4,524 Views

1. Spell Name : Caltrop 2. Is it Strategic or Tactical? Tactical 3. Arcane Knowledge required to acquire : 12 4. Mana required to cast : 9 5. Does it require any shards to be controlled? Yes - 1- Earth 6. Spell Effect : A chosen 2*2 tile on the battlefield is covered with hidden caltrops. Any unit that step on it will suffer 12 - DEF (Piercing) damage. 7. What Spell Book would it be part of? Earth --- 1. Spell Name : Wall of Mu

243 Replies 841,398 Views

At my advice, this original spell list + the content of all other « secret » books will allow us to have a lot of possible tactical choices for the version 1. Don’t forget that this game contains an incredible amount of systems, features and choices; more than any game that had been released over the last years. We can’t ask for the moon (and 500+ spells) for the release, we will create our own spells with the modding tools, and receive more in the upco

84 Replies 258,542 Views

Thanks for your comments ! As I said in my original post, the real idea behind this concept is to have the capacity to improve certain spells VS having the only straight forwarded goal to research everything. If I have this choice, I’ll wonder each time if I should allocate more time/spellpoint to improve my chain lightning spell rather than choosing another spell from the list. This concept could really add a real level of strategy to the game. In multiplayer, m

23 Replies 65,230 Views

Hi everyone, Here is my suggestion to add a important layer of tactic to the current spell system : Spell specialisation / ranking – Improving the same spell up to 10 levels of power Rather than having several version of the “same spell” with upgraded damage/effects (like a fireblast spell with range 1 causing INT*1.4 damage vs a Firebolt range 1, INT*1.5) we could benefit from having a lower number of spells but each with a personali

23 Replies 65,230 Views

Hi everyone, Here is my suggestion to add a important layer of tactic to the current spell system : Spell specialisation / ranking – Improving the same spell up to 10 levels of power Rather than having several version of the “same spell” with upgraded damage/effects (like a fireblast spell with range 1 causing INT*1.4 damage vs a Firebolt range 1, INT*1.5 doesn’t add a lot of value to the the game) we could benefit from having a

98 Replies 265,915 Views