Kestral2040

Kestral2040

Joined Member # 3474405
9 Posts 425 Replies 1,311 Reputation

I think Derek's design intent is that 'sharp' is basically the crit pre-fix and that he wants to keep the actual attack numbers the same across the same basic weapon type. Imo it matters more that the sell prices/rarity number are in line with the amount of an upgrade it is. That will designate where it falls in balance with other weapons.

14 Replies 3,927 Views

[quote who="GFireflyE" reply="15" id="3244323"]@Kestral2040 Ironically that movement crash just happened to me again. I shall send the files to [email protected] entitled "FE crash from moving my hero" [/quote] haha awesome (well not awesome, but useful). Get the dump, save and debug in there if you can along with what you were doing when it crashed if you can :) I'll have support get it to me so I can get it to a dev

19 Replies 9,935 Views

I don't think snaking is something that really can be turned on/off with an option as it's kind of a game design choice, plus it would be difficult supporting/balancing two different modes of play that drastically alter gameplay as opposed to just interface/visual stuff. Thanks again for the feedback and any time people can get reproducible crashes it's extremely helpful so let us know if you get any :) a reproducible set of actions/save are

19 Replies 9,935 Views

if you hover over the build button you will see it says you cant build it because you need 10 influence (you have none). Prob could be called out a bit better, but this is why you cant build it

2 Replies 2,107 Views

[quote who="GFireflyE" reply="1" id="3243599"] [Bug] Snaking to rivers and forests still doesn’t exist. It seems VERY silly that I cannot be allowed to snake to the river in this situation: http://imageshack.us/a/img715/2018/game11bugsnaking.jpg [/quote] City snaking is a mechanic we have tried to remove and I personally really dislike, thus the de-emphasis on building location and such... I personally think it's a much more interesting decision as to if y

19 Replies 9,935 Views
Reply to Bandit leader in FE Beta

I agree that some of these abilities might need some work to be on line with others... but I personally think Summoner, Warlord and Beastlord are just as useful as the 3 you mentioned depending on your playstyle. edit: diplomat is also really, REALLY good

47 Replies 26,903 Views

value is generated in context to what you are doing, so if you are looking at something in your inventory it's how much money you will sell it for... if you are looking at something on a shopkeeper it will be how much you buy it for. That being said, looks like the sharp broadsword probably has too high of a value, we will look at balancing those out a bit (our intent is not that you can replace economic growth with just selling loot but more supplement it)

14 Replies 3,927 Views

the issue was actually with multi-turn spells combined with focus... that being said we weren't really happy with the way the spell has been working in general so we are going to pull/retool it to try and fit the same purpose with slightly different mechanics

4 Replies 1,579 Views
Reply to Request List in FE Beta

we are fiddling with some things to try and address these issues

33 Replies 31,599 Views

[quote who="Gaunathor" reply="11" id="3243244"] Quoting Kestral2040, reply 10So long story short: I like what you guys are saying but need to think of a different way to say it How about "Increases taxable income by +X"? [/quote] I like this, however, I think it might make it even more confusing to brand new players (taxable income being more of an economics term). I'm talking to Derek and we will see what we end up with... Also worth noting there are m

13 Replies 7,924 Views

I don't think that wording works for the layout of our tool-tips, we want to keep all numerical information in line together column wise (it makes it much easier for players to read) so adding two words in front of the numbers wouldn't work... I could add it to the descriptions, however, even then we are trying to go away from explicit numbers in our improvement descriptions. It avoids redundant information (since the numbers are above anyways) and makes them not have to be upda

13 Replies 7,924 Views

we updated the gildar tool-tip on actual cities to try and better show this distinction, however, it sounds like for you guys it hasn't been enough :( Maybe I just need to add a note on all + flat gildar building descriptions saying something like "This income is reduced based on your tax rate." thoughts?

13 Replies 7,924 Views

Also keep in mind that cities can only be built a certain distance from other cities so sometimes an area you might otherwise be able to settle in could look un-settleable (now there's a word for ya) due to that. The yields are generally dynamically generated from the surrounding terrain and you are correct, rivers do have good yields around them. The yields displayed on one tile are actually the sum of the individual tile yields of all adjacent tiles. If you have played Civ

13 Replies 33,895 Views

[quote who="Mistwraithe" reply="12" id="3242849"]OK, well the Altar who was annoying me by not getting attacked was in fact Lady Irane who, as we all know, is the built in Tarth leader, and has the Scouts ability so maybe that is acceptable. BUT in that case I would like to register a new bug: Why is Lady Irane, the Tarth leader, in charge of a faction called Altar with the Altar symbol and Altar colour? And in the same game as another Altar faction with the same s

17 Replies 70,528 Views

The Mana and Gildar income tool-tips don't have a city by city breakdown because with the potential for there being money/mana going out and more possible income sources we didn't want them to be too overwhelming.... Also, there is a detailed breakdown of gildar in the ledger (easiest to get to by clicking the gildar at the top of the screen). That being said, in hind sight it might be worth re-visiting, will look into how much work it would be to break it out into individual ci

4 Replies 2,902 Views

we are looking into this, those who have been around a while will remember that purple and orange were once the colors of Capitar and Umber, who no longer have pre-made Sovereigns... Thus we (kind of?) have more options for the time being, it just had never been re-investigated

24 Replies 9,990 Views

ok an update, the dragon quest bug was a typo in XML :) getting fixed, also the issues with natural leader from the OP is that he just defeated Krax in his game and when their Sovereign joined him he came with the "Cruel" trait... which increases recruit costs by 50%. Natural Leader doesn't actually make your recruit costs 0, it reduces them by 100%, however, in cases like this the %'s are added (subtracted) from one another, thus he's now paying 50% recruit cost.

13 Replies 5,936 Views