it doesnt stack in amultiplicative way with others like evoker etc thats why its not exactly double so you see 28 but base dmg was 14 and you had path of the mage, evoker and stuff maybe tooltip should reflect "BASE damage is doubled"
ddd888
+1 per level is still op but in general research values are very low that +1 is ok even end game imo also i dont know if that +1 get teh bonuses from buildings etc
yeah for few items could be cool for a change
yeah ignys is over the top op early game (and still good late game)
[quote who="Heavenfall" reply="1" id="3236989"]I agree! These quests are very easy for a huge reward so early in the game. Having a choice of what to pick - while cool - makes the rewards even more valuable because I can tailor it to what I think is better. Seriously, I often don't have to do anything in that rat quest. The encounter is a chance or something. Sometimes there's a corpse spider there (a very difficult foe) but sometimes I can just collect the club for doing a
well its frostborn not slow (Even if internally they are called the same) the ice elemental was remade just for this ability, if it wouldnt stack with others then it need another remake cause it would be useless
[quote who="Heavenfall" reply="327" id="3243730"]These extra-affinity abilities could also possibly be developed by any hero that equips the item. So if I equip an Orb of Justice, I may have a choice of developing an affinity for the item at level-up.[/quote] in general no( but some exception wouldnt hurt), this would be just a convoluted way to give a bonus to an item but there are very interesting use of this now that you make me think about it like cursed items you
like you said with so many items most of the times you wont have it so you will not use the same item always real problem is ai wont do any of this
well another reason is that champion builds are totally random :P warriors dont rely too much on good build, you get a sword or a mace is the same, you get +3 dmg or +3 critical is the same (not exactly but similar) while if a mage get the wrong traits or equip a plate and a maul he is much much weaker (also in a war human vs ai tactical combat of mages is much much complicated and so ai is much weaker if using deep magic)
[quote who="sweatyboatman" reply="5" id="3243711"]Well the sov grants them immortality I suppose. Part of the deal when they sign up. ThoughI would be okay with champs respawning though maybe elsewhere on the map. The op'suggestions are terrific! [/quote] yes true, they die, get a injury and respawn elsewhere (to prevent camping) and yes op suggestions are a must!
is there any way to target items with spells, other items etc for example to make cursed items, really break armors, add spikes to hammers stuff like that
im still pretty disappointed by champions recruiting at all it depends on factors you cant control, also the whole idea of different faction of champions make them unreliable, how many times you research to hire someone and then go there and some ai passed and wiped out everything? its pointless to add guardians too becuase if you make champions so hard to kill then why not make them unkillable in the first place? dunno this whole system i
yes paladin class did strike my mind but most of the common skills are not doable afaik (combat resurrect, magic shields, there are no undead (and few demons to make something holy worth it) auras are already in game) also i was thinking of real dualclasses (nothing fancy, just a couple of skills for all those stupid multipath champions) so paladin could be mage +warrior dunno as for restrict i made something similar i gave armor proficiencies to classes
oh thats why i noticed that huge difference playing under and over 3 cool lets see how it is now
didnt have the chance to play yet, how is it? seems quite strange tbh are there other things to compensate?
not only it deprives numbers of their significance but its also bad in a gameplay way if you blind an enemy and have high dodge your strategy IS not taking any phys hit leaving a chance just make RNG prevail on common sense and strategy if devs dont want a 100% dodge to happen im fine with it (in fact i told many times dodge was op and had to be nerfed) but that is to be done via balancing stats and buff/debuff
tbh it seems a terribad idea if i blind someone and have 60 % dodge i WANT to be immune to his attacks at least untile blind wears off i dont see a logical reason to use limits
Stoneskin does 3 (+1 per air shard) in defense instead of 4+2 air? is this a typo or the school of magic of stoneskin changed from earth?
if you follow the whole thread someone proposed to move it from starting tech to end game tech and increase and i agreed with him it seemed the best solution but anyway ill update the first post so newcomers can have a TLDR
[quote who="Kongdej" reply="16" id="3242934"] To me prestige doesn't matter until you have conquored atleast 1 enemy players, since I personally can only find 2-3 spots to settle (small or medium maps) or 3-5 spots to settle (large), these cities fill to the food limit "almost instantly", they grow very quickly and then I spend tons of turns looking at my growth not being used for squat.[/quote] yes this is exactly my normal playthrhough </p
well ok but then, after you conquer more than 50% of your opponents is pretty much game over
[quote who="Rincewind-42" reply="11" id="3242876"]It might be that you misunderstand each other because you are talking about different phases of the game. In the first turns, growth is great because it lets you reach level 2 pretty fast. But then you usually hit the food barrier, and that actually encourages city spamming, since you don't lose so much growth with every additional city you got. The punishment for having too many cities only kicks in at mid-game. In t
yeah i just added them to core files
[quote who="Tuidjy" reply="9" id="3242817"] I can never have too much growth. Usually by turn 100, I have 10-15 cities of level 2-3. Usually 2/3 of them are towns, there's at most one native fortress and the rest are outposts and conclaves. At that point, my towns build wells and inns like crazy, second only to the grocer line, and all conclaves have a growth spell. [/quote] lol? turn 100 10 15 cities lvl 2 3? you basically saying at tu
[quote who="GFireflyE" reply="2" id="3242588"] Next beta release they are removing prestiege from the hero techs. Don't know how much that will impact growth... [/quote] yes but thats bring the balance even more on the civ techs, it is ok in the balance of the magic tree itself i surely agree but im more focused on civic compared to others but you are also right that generally hero techs are taken quite soon and this migh