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.
Kestral2040
thanks for the report! I have an internal ticket opened for this currently and we hope to have it fixed soon :)
[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
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
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
[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
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
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)
reproed in house, looking into it... thanks guys! I also noticed it will fix itself if you click the city details button (as a workaround for now?)
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
marked down, thanks
we are fiddling with some things to try and address these issues
yea I think that problem is more just that people see trained units as crappy in general... once they are more viable people will want fortresses more
[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
it is very nice to read the variety of answers to this question :)
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
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?
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
[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
reproed in house and scheduled to be fixed
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
there's a "fix" coming that should make it more apparent that these techs can be researched multiple times
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
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.
getting fixed, thx