I've only had one crash so far with 0.86 so far - seems to be an improvement over .77. I didn't submit a bug report, but I did click the windows reporting thingy. Hopefully that's enough, or is a submission of the debug still useful?
Urrumi
I'd donate 10 bucks just for the fact that the forums here represent a good community. Most game forums are cesspits - the stardock forums are a refreshing change. Might have to do with the genre though, the civ forums are a great community too. I've already gotten my money's worth for what I paid for E:WoM, FE is just gravy :)
Continuing to watch. I hope a dev watches, and takes your occasional UI and other suggestions to heart - simple little changes that would help the game, especially for newcomers.
Watched the first two, nice in depth for people new to the series. Quick tip: When you're looking for a place to settle (as in video 2), PLEASE click the button on the top right. You know, the one just to the left of the tile yield. It has the same effect as hovering over the settle button, but stays on and doesn't require your sovereign to be selected. I kept trying to click on the button while watching the video, I wanted to see the til
So, it's my birthday today. Can I get this early? I've spent the past week playing MoM instead of FE, it has more staying power (so far)... I could use the new version :)
I've never seen the maul weapons work properly. I've yet to see more than a single hit, ever - so for now, they are just vendor fodder for me. That Shrill Shiled is amazing. It scales with evoker skills as well - so with evoker III, it does +150% dmg. You can see things getting hit for 70-80 dmg from from it, it's very nice.
[quote who="Solam" reply="35" id="3082618"] Another bothered me when I was playing last night, the faxct that I cannot delay a stack in favor of another. Meaning the back stack gets to move first but I want the front stack to move so I can let it past by. But I cannot delay. Widh I could. [/quote] I think a "wait" function should be fairly easy to implement, even with the initiative system. Press the Wait button,
I've seen this quite a few times when starting a new game from within a game as well - all of the custom sovereigns will have no head, gear, or abilities. In my experience, this doesn't happen to the default sovereigns, only the custom ones you make yourself.
Like Greg, only for forests and rivers. A town that is too snaky, while great for putting walls around resources and facilitating travel, can cause good nearby city tiles to become too close to found another city on. The game rewards city spam, so yeah, I build my cities compact. Another side benefit of compact cities: On ridiculous, it's quite easy to lose your cities to wandering monsters, especially your first couple (when you don't have the military
No matter the difficulty setting, it is impossible to lose so long as you are careful about the battles your sovereign gets in. Even if you have no champions but your sovereign, and you have no city for dozens of turns, eventually, through XP and drops, you reach a point where you can still steamroll the AI. Which is cool, in its own way.
On the following game, just hit end turn and the game crashes. Autosaves are set to every turn. http://dl.dropbox.com/u/61257938/QuickSave.EleSav Here is the debug file: http://dl.dropbox.com/u/61257938/debug.err
Very minor suggestion: allow resource tooltips to still pop-up once you open the build list for a city. Currently, when in the overland map, you can hover the mouse pointer over resource tiles to get a tooltip popup. Once you open the city build screen, those tooltips won't pop up anymore. I often find myself hovering over resources while in the city build screen, wondering "what type of mineral is that" or "what type of shard is that", exiting the city s
Sounds like good progress, looking forward to the next beta version. EDIT: Really looking forward to the craftable magic items, reduced tech costs, mage ranged units, and useful recruited monsters in particular.
Powerful, in-combat champions fit this world. Don't take champions out of combat. They are a big part of what gives the game its flavor - for me personally, I devote most of my game time to dealing with my sovereign and champions - they're how I engage the world of Elemental. While I'm in favour of making regular units more meaningful, it shouldn't be by eviscerating the role of the champions - rather, it's just an issue of balance. &nb
Cool, I'll start submitting more reports then -I have high hopes for this game, it's got a lot of potential, and I'm quite willing to help with bug-quashing where able. On an unrelated, but positive note - I went back and played MoM, and found I was missing some of the features from FE - that was encouraging! As I said, I have high hopes for this game, it's already quite fun in the early game. BUT, It suffers painfully
Change the setting for autosaves to 1 turn. Using that setting, I'm lucky to get through 20 minutes without a crash. There is something wonky with game saves. If I turn off autosaves and don't do any saving / reloading, I can go hours without a crash. Sadly, I hit ctrl+S a bit too often, and do a fair bit of reloading... the game really doesn't handle saving and loading well. WoM had the same behaviour a year ago. I've submit
Why can't all units gain xp every turn, period, like in MoM, but have xp requirements scaled to compensate? Perhaps 1 xp per turn, but double the xp needed per level (or something like that). This could be buffed by a skill in the Governor tree, let's call it "Training" that could grant say, 2xp per turn to all units in that champion's stack at lvl I, 5 xp per turn at lvl II, and 10 xp per turn at lvl III. (Kind of like the trait some heroes had in MoM - I have n
Shrink works weirdly on many many many creatures. Try it on a group of 3 of those mini dragons typically found in an army with a Drake. Their attack goes from over 20 down to *ZERO*. Definitely something weird in the code that calculates the effect of Shrink.
Just noticed this bug using the spell "Regeneration", which is supposed to heal 1 health per turn, +1 per Life Shard. I had cast the spell on my sovereign. In the meantime, I recruited 2 more champions and obtained a single life shard. I also cast regeneration on my two champions, both casts occurring after the shard had been constructed. In both the tactical combat and in the overland map, the 2 champions receive 2 health per turn, while the sovereign
I typically play on ridiculous difficulty, large map, 7 AI opponents, dense monsters, dense magic, normal tech. Strategy? There is none. Wander around with my sovereign, picking my battles until he becomes unstoppable, at which point I just stomp on things. I like a sovereign with either water magic for mantle of oceans (free casting for path of the mage + affinity + mantle) or discipline for melee hits that one shot even ridiculous monsters. On
I can confirm the gathering horses quest will not complete for me. Neither will the one where you hunt down spiders. Both will spawn locations, but never progress. In the case of the horse quest, 2 locations spawn. Moving your champ over one and then the other produces the same result - nothing but the removal of that quest location icon for the horses from the map (but not the quest giver's location). Loading from saves, it doesn't
Gambler's Strike seems to work as advertised when you auto-resolve the battles - I've killed my own champs with it that way. However, in tactical combat it doesn't seem to do double damage nor does it have a chance to strike back at the hero - it seems instead to just be a guaranteed hit normal attack. Another few that are off: Sweep. This ability is supposed to do 50% of normal dmg to all surrounding targets. My hunc
Hmm, a bit of a tangent, but having a tech upgrade outposts to towers with a longer sight range would be cool.
Discipline (+1 str / level) should be an ultrarare trait. It's gamebreaking.
Just a small UI suggestion - please implement a tabbed spellbook for strategic casting. There's a fair bit of space along the edges of the spellbook in the strategic UI - use that space! I'd suggest putting tabs for the spell element along the left side of the spell book - so a tab for Fire spells, a tab for Earth spells, and so on. Along the top of the spellbook I'd put tabs for spell effect type. For example, overland spells, city spells, unit spells.&n