yes in general i think it was ok too, but didnt test really that much
ddd888
i made a similar thread the other day on this issue https://forums.elementalgame.com/432736
[quote who="Kongdej" reply="3" id="3239431"] Quoting sratner, reply 2Many of the spells need a time limit Why? That is a personal preference, I like that most spells except 1 spell I never use lasts the entire battle, actually makes them important, but also makes spell resistance important!.[/quote] personally i want the role of support mage to exist when i play proci i dont ever use 1 offensive spell so spamming healing all the time isnt
yes but i had no idea it was this bad also i didnt know it was so buggy for ai too 1 thing is player wants to save some time and so press autoresolve, not using spells maybe its fine beucase that feature is used mostly to fight 1 wolf or stuff like that but when it comes to ai fights it screws EVERYTHING i dont know why we are even talking about balance when ai can farm the whole battlefield without even remotely having the strength to do
dunno i usually dont start wars early in the game and i generally have armor but mages got strongly buffed last patch i think so maybe now they are op against low hp
describe situations that one shots you... because the new spells are op, if you die from a despair its not cause of hp settings if you die against mites then we can talk about it
i changed it since it wasnt working :D anyway it was something like this: crippling poison apply crippling poison to your dagger for 3 turns T_Chaos_Painting.
is it possible the problem is with "canstack" ? my buff cannot stack so maybe the bug is that each modifier apply something the game read as stacks and so doesnt put the second after the first modifier is in?
this is the usual philosphycal question of when the best move for both opponents is not moving... what to do? maybe instead of turn limit they should introduce starving
yeah lets say a limit right now couldnt hurt in case something slips out of hands :P
after reading this thread https://forums.elementalgame.com/432674 i paid attention to ai combats and i have to say this is dramatically true being an autoresolve ai can win ALL fights against magic stuff with 0 effort (or lose them all if ai is a magical type against warriors but usually it isnt) i saw ai killing a dark wizard at lvl 3, wiping totally tons of elementals shrills etc &nb
i dont like limits like the building time of 3 etc tbh :P 8 is balanced imo, but i rather the game prevent it with other sources (like slow its already nerfed in next beta and i agree)
tbh i talked about numbers of army reread: "basically counterattack is 1 more attack each turn so basically 100% bonus dps (or 1/n bonus if you have n champions with counterattack (even though you could still place champions to tank each 1 enemy and use all counterattacks))" so its written that if you have n its not 100% but like i said if you are smart (and have good initiative mainly) you can divide 3 4 troops/champions to actually bei
i made a spell that buff the caster with meleeapplyspell X X is debuff that changes a few things on target with 3 modifiers it seems only the first in order of the 3 modifiers actually work (cause i tried changing the order and it changed which one worked)
for now all balance changes seems good to me
dont think so the point is that regular troops arent and shouldnt be units you care too much about and wont develop for the whole game those are champions instead troops are on demand units that you may decide to(or are forced to) build in case you want to go to war or defeat strong monsters or help your champions questing etc etc troops need to be balanced for the whole course of the game, not just something you use cause you get
its seems this thing can only work with 1 modifier at all i tried many ways but it seems to only apply the first even if i put N modifiers
dont forget the removed 3 turn limit now magnar train slaves in 2 turns at start which is so much better
[quote who="Derek Paxton" reply="1" id="3238467"]Yeah, I thought about that, it is so good. But I didnt want to change it yet because I felt like no one was laying Path of the Defender. let me know what you guys think. Do you pick it more than Path of the Warrior or Mage?[/quote] i always go defender... path of the warrior sux defender is the way to go its much much better also as defender you CAN get dmg boosts for sword and maces afai
anyway lets do some math we have X=25 and we want it to beat n=5 other huts with a max of Z=50 so we basically want all 5 enemies to roll X or less that chance is (X/Z)^n when all 6 roll X or less the chance for our to win is the same as others so 1/n+1 so in the end its(X/Z)^n/n+1 in our example is 5/1000
[quote who="Heavenfall" reply="12" id="3239093"] What I want: Game rolls one number between 1 and 225 for the range below: 1-50 first hut 51-100 second hut 101-150 third hut 151-200 fourth hut 201-225 fifth hut In other words, a rarity 25 hut is exactly half as likely to appear as another rarity 50 hut.[/quote] yes i get it and i dont disagree but you have to understand that "rarity=25" is an internal number
updated for .981 shorswords less init, more balanced longswords are now uncommon but still slightly too much dmg many mace and maul gain bash and are uncommon 2h swords small balance changes bow troops are much faster to train
yes i think you are right heaven i changed every lair to have close values and in fact i see everything in my games (anyway i think your idea of rarity being exactly that % is too much complex, that would mean changing EVERY number every time you adjust something, its enough balancing the actual numbers to have the system work )
base init is 12 as of now, seems very low yes
[quote who="Kongdej" reply="7" id="3238734"] What Heavenfall is saying (or how I understand it) just pre-creates an amount of groups, which favour different types of traits. [/quote] yeah i mean this exact thing, maybe i wasnt very clear in the op post