Thanks for the continued hard work guys! [e digicons]:thumbsup:[/e] Don't let things get you guys down! It's been a rocky start, but most of us are still along for the ride! Take some extra time with the next patches to make sure things don't get missed. Most of us will be happy to wait an extra few days if necessary! Just a quick request (I haven't tried the latest patch yet, downloading now). Between now
tjashen
The smithy idea would introduce extra resources to track, which may not be desirable. Sounded good at the time, though. The point right now is that if you have shards, you are uber. If you don't, you are at a disadvantage. If EVERYONE has more or less 'equal' access to the shards they need, then everyone benefits equally. Having to find a fire shard halfway across the map, through several enemy players, while the guy next t
Hey y'all! While we wait for the new hotfix, I've been pondering a few things about the game, and perusing a number of the threads here. It's good that we have so many people interested in this game, even if we have to weed through several dozen new posts every time we visit this board! I actually think the current magic system is pretty cool (balance tweaks notwithstanding), and hate to see it go. I don't know what the 'global mana po
Just verifying that bows no longer do damage in my new game either. Ran into a bandit party. Bandit's bow did not cause any damage to my party. I later equipped my Sovereign and 7 NPC's with cedar longbows. Despite 16+ attacks per round, no damage. Defenders had 0, 1 or 2 defense (i.e. minimal). This is with the patch that was uploaded tonight (Friday). With 1.08xx (the previous one), bows were causing huge amounts of damage. On
[quote who="Robert Hentschke" reply="59" id="2776406"] Quoting Gyb, reply 24In regards to the removal of Organized, all we need are Champion Traits and Spells: ... "Windwalking" - All units in stack move at this unit's speed and treat all terrain as 1 movement point. You realise that this is Organised...? =P What I'd like to see is Organised being changed. Make it live up to it's name. The stack moves at the average speed of all uni
I really am liking this game. As a fan of the Warlords series, it's nice to have a new game in the genre. The game asked me to patch as soon as I installed it, so I probably avoided some issues immediately. That being said, while it does crash after a while, the autosave feature makes this a minor issue, not a major headache. No worries. I'm sure there's a lot about the game I am not fully grasping as of yet, but the game has thrown up some challenging fights
On #3, I've had this issue as well. The game zooms somewhere and back really quickly, and I can't see or miss where it zoomed to. It'd be nice if there was a menu/widget that showed you your current quests. A simple 'look to the northeast (or whatever) of this location/city' along with the quest description would be helpful as well. When you have several hires wandering the world, it's pretty easy to lose track of the various quests you have going, and at what stage
I don't know if this has been posted about already (there are a LOT of threads on this forum, and a forum search for skip turn button didn't pull up what I was looking for). If so, I apologize, and feel free to merge thread as appropriate. In the 'actions' menu for Units, the Skip Turn button is a moving target (sometimes it is immediately clickable, other times you have to scroll to get to it. As this is a 'common' action, it would be nice if the 'skip turn' button was al
I like to use my various hires for exploring, and after a while they get a long ways from home. I'm not sure if you can shop at other faction's cities once you form an appropriate alliance, but it'd be nice if there were some random/travelling merchants out in the wild that you could buy some wares from (food, weapons, etc.). Perhaps at a higher cost, to make it worthwhile to shop at home instead. Perhaps trade caravans could perform this function as well? Or maybe I
I'd like to be able to examine the city in question when I get the option for whatever bonus (+20 essence, +30 gold, etc). I lose track of which city is specializing/sort of specializing in what, and when the menu appears you can't move the map around to see what's there. I suppose I could name my cities 'gold town' 'arcane town' etc, but that kinda spoils the flavor of the game...
I'd like to see character/sovereign HP increase with level as well. It doesn't have to be too extreme, though. If a Sovereign/character has 10 HP to begin with, for example, maybe only add 10% or 20% additional HP per level. Example: HP = Constitution x [.2 x (Unit Level + 4)] Using this example, a 3rd level character with an 8 constitution would have 11.2 hit points. Similarly, a 2nd level character with a 14 constitution would have 16.8 hit points.&
I have another game, which utilizes stacks (Warlords). It had a nice GUI for this, where you could 'check' which units were included in your stack, and if I remember right assign stack order as well. I recently had a stack of units, plus some extra units in a second stack that was being formed as I added them to the square. I had to 'disassemble' the stacks by moving units individually into an adjacent square, in the order I wanted them in the new stack. This w
I think Haderak has a good idea here. What I'd like to see is an impulse (badoom boom) system, where your combat speed dictates who goes first, as well as how many times you get to act in a 'turn'. This would incidentally make a 3.7 combat speed mean a little more (currently 3 or 4 is all that matters). Example: Phase 1 Speed 5+ characters/enemies act, in descending order of combat speed Phase 2 Speed 4+ characters/e