Building an enclave or any associated building that increases essence does not update the currently maintained spell, nor does acquiring new shards update the current effect. This makes maintaining spells (both city and unit) a frustrating experience. It is also extremely gamey to say cast enchanted hammers, build an enclave, dispel enchanted hammers, recast it, then cast all the other enchantments to save mana rather than simply making the decision on what is needed at the time.
CdrRogdan
Is it just me or during auto resolve were archers still attacked first (despite having a front line)?
So this is probably nothing.. but why does a town improvement give a bonus to health to trained units? Wasn't the idea of seperating city functions supposed to encourage specializing in a given type for that specific bonus? Err in other words why does the grocery improvement not have a fortress type improvement, or why does the grocery not give a bonus to units built in fortresses? Something like Wayfarerers Inn: Gives +1hp/2 grain in all fortresses (stackable
[quote quoting="post"]Instead of getting money, research and production from the population, they now come from the city level. A village (city level 1) produces 1 research a turn, a level 5 city produces 16 research per turn. [/quote] [quote who="Cruxador" reply="26" id="3183793"]So once your city gets to level 5, any further growth is useless? [/quote] Perhaps once a city reaches it's maximum population (regardless of it being level 5) it gets removed from the pres
So I've been trying to figure out for a while now what keeps stopping me from sitting down to play this game. At first I thought it was item randomness, and while that is part of it, the same was sort of true for master of magic. Then I realized that the issue is that every 4x strategy game always involves exploring your landmass first, whether uncovering the overworld in shadow magic, revealing your island on civilization or exploring to your fuel cell limit in orion. Fal
[quote quoting="post"] Some items may randomly swing the game ot much (if you get a berserkers axe in the first 20 turns, etc). [/quote] Why is this, and similar events even possible?
The Main installer is also corrupted. I removed the game and attempted a complete reinstall (to get diplomacy working) and any attempts to download the main setup program results in the download stopping part way with a corruption error.
Perhaps if the quests related to wildlands actually updated and you could build in the surrounding area afterwards I would disagree with this, but given that nothing really changes the reward is too small.
Auto resolve does not take into account unit positions. If you look at the details screen it will show units moving towards each other, but at no point in the battle will they stop when reaching other units, they simply pass straight through them to their target (which is always the unit with the least defense). Secondary is that ranged units do not attempt to kite in auto-resolve, but do attempt to kite in auto-play. The solution to this would be to seperate melee units an
I believe this started occuring when my soveriegn (markin) obtained the +5 when defending trait, though I didn' start noticing the effect until I picked up the second version of it. The rating of his defense jumped from being 40 something to 270+ This value is likely not intended.
Just throwing this out there, but why does platemail give a bonus to bludgeoning? Even with realism aside I can't figure the reasoning behind the progression. Spears keep getting better versus armor and are the natural counter to swords (since they negate the provided bonus). Why does plate not have a bonus against peircing, or perhaps prevent armor peircing (much more interesting).
Are you sure allowing summons anywhere on the map is wise? Doesn't that defeat the whole purpose of having a second enemy line? I suppose I'll have to test this out a bit, but my initial impression is that all sovereign battles will start with a fire/earth elemental (with overpower) being summoned next to (now defensless) archers. Or can summons be counterspelled now?
@Ensais I think you are missing the point of beta testing. You are supposed to report bugs to the game designers for them to verify and fix, not have other persons of the community verify that information and twiddle their thumbs with it. This was a good find, make a post (or transfer this one with a 'bug' title) to the FE Support forum so the devs can address it.
@tjashen we are obviously playing different games! Most of my cities are idling with nothing to do, unless you are referring to zombie spam, which is already a silly (and soon to be nerfed) mechanic. The idea to provide experience to governers while in cites has merit, but your solution to this is considerably more complicated than is necessary. If the issue is that governers should gain experience for governing a city they should gain experience per turn for being in tha
[quote who="tjashen" reply="12" id="3111002"]Governors should earn XP for every building completed and every unit trained under their direct watch. Within reason, of course...[/quote] This is beyond rediculous. That just encourages players to pointlessly spam units and delete them afterwards. A much more reasonable (and easier to program!) solution is to give them bonus xp per turn while in town. @James 'slowly' is relative. In fall from heaven 10 xp would t
Soo... you're officially telling us the game won't give us cancer now? Should I inform the surgeon general to discontinue my treatments?
[quote who="Rhadagast" reply="36" id="3100979"]We need to get this thread stickied[/quote] I would actually prefer this wasn't sticked unless one of the designers responded to these questions and made it an official thread.
[quote who="Heavenfall" reply="22" id="3100599"] When rolling to hit in melee, for the attacker's accuracy and the defender's dodge are compared. The game selects one number between 0 and the stat. Whoever rolls higher wins, which means it lands if it's the attacker, or "dodge" if it's the defender. A unit with multiple units roll several times, once for each member. So a unit with 7 members may hit 3 swings in one attack, and 4 would then be dodged. This is not dis
[quote who="seanw3" reply="104" id="3100379"] To clarify, Cleric is 1 Crystal per turn. People need to catch on to this. You need at least one mine to get the research bonus. I would up the bonus to +2 Research, +10% Research. Assuming there will be Crystal weapons in the early game, the trade off needs to be better. The idea is sound though. [/quote] Not a big fan of this. It is not an easy task to find a building to demolish, and at 1 crystal per turn, when at most you a p
[quote who="Manii Names" reply="17" id="3100446"]Quoting toadfly, reply 14Which resources are global and which are specific to a given city? The only resources which are truly local and can only be consumed locally are the grain resources. All of the others - Iron, Shards, Horses, Wargs, Crystal - go into a global pool and can be used by any city. [/quote] This isn't entirely accurate. Resources can be specific to a city if you attach them to that city. The m
Well it's nice that frogboy is paying attention to a thread, so I can be assured my comments will be reviewed. A couple things I wanted to point out about your test module: 1 . Sell Price: While my original thinking was that items should be valued at 1/10 their worth, this does not work as a blanket change. Some items have wacky values, while others are meant to be used as income supplements. A good example of a wacky ite
The answer is 'too much' :p Without being able to choose what cities map resources flow to, acheiving a level 5 city typically requires building the grain thingy wonder. The total required food should be 700 not 800. Plenty of cities I have built have been unable to breach the former value. It would result in more than 1 level 5 city, and perhaps growth should be slowed as that city reaches it's population limit, but it's better than being for
Maintenance for army troops is being looked into. Personally I don't see how grouping champions together is as harsh as people are complaining about. The experience required for level ups is exponentional in nature. If you group two champions together they are likely to each by level 10 or 9 by the time a single champion is 12. Not splitting xp evenly ecourages stacking champions together. In any case, the only split xp mechanic that bothers me is units. Preferably regular u
As far as the 'clink' mechanic is concerned, is the time being consumed because the game has to run a 50% chance on every damage roll? Or is it being slowed further for some other reason? Reducing damage from mites base on rolling minimum damage nerfs their functionality against unarmored targets. I would actually recommend placing an additional modifier to armor (after calculations) to the total roll for every exponent of 7. EI: 7,21,42,70 that could potentially reduce
@Werewinledr You're sure this is how damage is calculated? Just to clarify, where did you find this information?