Squiggled

Squiggled

Joined Member # 3593608
8 Posts 53 Replies 650 Reputation

A suggestion on the whole enchanting balance thing. What if you just changed all of the enchantments that come from spellbooks to grant an ability? The ability could just be a modifier like monkey reflexes which gieves +1 dodge per level, or grants a spell-ability like heal. This would prevent them from stacking, allowing you to make them a bit more powerful without the fear of them going out of control from stacking. You can leave the stackable + boosts to the items since there are n

5 Replies 20,769 Views

Galor we love you! Grand Scholar: +1 to all spellbooks the wizard has at least 1 in. Magic Siphon: Wizard gets +1 mana from any spell cast by the opponent +to the idea of giving Galor more spells only he gets!

16 Replies 125,393 Views

Thanks for starting a thread Natasin. Adding my own bugs that I've discovered here. [BUG] Eternal supply still doesn't use up essence in a city but also does not give any benefits. [BUG] The spell that creates a crown with spell resistance does not give you said crown [BUG] The tinkerer ability that is supposed to give legendary enchantments does not provide any additional enchantments [BUG] I had a lovely treasure chest appear right on top of a mountai

2 Replies 4,072 Views

It was on insane. I just started a new game earlier today to give it a second try. This time remembering to save often :) Custom Tinkerer with Varda as hero, Chant of Vitality, 7 chaos, 1 enchant. Tinkerer because of Master Archivist and more enchanting slots. I beeline for this since it gives me sovereign skills and lore by questing and hitting treasure chests. Super useful with Chant of Vitality. Varda because she has the best mobility of any hero in the game

6 Replies 23,700 Views

Just finished listening to the stream. Woo! Can't wait for Beta 5! I love the idea of all the extra heroes. Looking forward to trying them out. The new sovereign screens are great too. The thing with hypnotism is that it scales with difficulty since higher difficulty maps tend to also have higher level mobs, giving you much stronger troops that can keep up with what the game throws at you so it has more consistency than other spells at any particular difficulty lev

6 Replies 23,700 Views

1. Not a fan of having the magic slider affect doomsday and magic. Same reasoning as other posters above. 2. From a thematic feel, I'd prefer it to not be about the empire. IMO, the game goes back to a regular 4x once you focus on the empire. Also, I feel less like the hero fighting against all odds when my empire's bigger than the SK's. You lose that tension once you have a globe-spanning empire that can always handle whatever the SK throws at you. 5. I'm torn

34 Replies 183,269 Views

Tinkerer bug: When you get the ability that gives you a 4th enchantment slot, the slot does not appear when you are enchanting. You can add 4 enchantments, but only 3 of them have a visible icon. Also, any items that was previously fully enchanted with 3 enchantments cannot get a 4th enchantment after getting the skill.

5 Replies 8,912 Views

Had some ideas for some new abilities for the wizard. Dreaming up new stuff for SK makes house chores go by faster :) New abilities: Spell Thief Grants new spell: spell siphon which removes all enchantments on an enemy unit and applies it to the caster OR Whenever a spell is cast by the opponent, a scroll is created for that spell and given to the sovereign Magic Matrix Strategic spells get double the bonus from shards.</p

5 Replies 7,734 Views

I'm still not seeing why everyone loves coercion. In all my insane games, my winning strategies have always involved hypnotism or chant of vitality. It really levels the playing field when you can hypnotize some of the best SK units. Mainly warg riders. I usually go actively hunting for warg riders or shadow wargs if I can't find the riders. It's a great skill and is very powerful as it allows you to build a massive army without cutting into any of your limited res

5 Replies 7,734 Views

The worst time I had finding a lieutenant was when he was hiding on an island. I was tracking back and forth across the map constantly trying to find any clue of him. Eventually noticed a small patch of undiscovered land and had just gotten the summon boat spell so I went to check it out. Lo and behold...the big bugger was taking a vacation on an island...gah!

16 Replies 42,279 Views

Been playing a lot of Beta 4. It's starting to get that nice addictive quality. I've definitely been choosing it over any other games I could be playing instead whenever I get the chance! I know you guys are already going to put in some crafting material management, but can I also request a way to destroy items? It'd be even cooler if we got back some mana from it or some crafting components. I tend to have a lot of beginning crafted gear or items I get from quests that I

5 Replies 32,219 Views

Game's shaping up great! Love the enchanting option, though I get the feeling my favorite enchants will be getting some nerfing soon...I guess having an unhittable hero and 2k mana by the end of my 30th turn is asking for a bit much... :) TINKERERS RULE!

13 Replies 38,892 Views

I think we just need to do away with single unit bosses. They're too one-dimensional so it's easy to exploit their weakness and take them out without any risk. Give them a few additional special units that fit in with their theme, but helps to cover some of those deficiencies that get exploited a lot like low initiative or single-element damage.

22 Replies 18,400 Views

That totally makes sense for the wizard. Maybe replace a few of those + bonuses with a few unique wizardly spells will be enough. Anyway, look forward to all the continued tweaks. Off to play official beta 2. [e digicons]:beer:[/e]

4 Replies 10,540 Views

a few ability ideas: 1) Blazing form - Every tile the user steps on ignites into flame, causing fire damage for x number of turns. 2) Immovable mountain - Caster grows, taking up a 2x2 block. Loses all movement. Gains armor or is invulnerable for x turns.

22 Replies 18,400 Views

Warning: This will be long… Had a chance to play through with all 3 sovereigns, so I wanted to put down some thoughts on my experiences. Not sure if it’s worthwhile to list out bugs as well…like the disclaimer said, it’s rough, very rough. But if you guys still want the list of bugs, I’m happy to post a new one for that. First off, great job on the new sovereigns. They’re very distinct in their theme and how they play out in the game. Thou

4 Replies 10,540 Views

I'm with Dr. Franknfurter on this. I'm find Naphaz to be the most powerful of all the heroes with the right setup. I normally play on hard. He may look like a caster, but equip him with the highest-attack weapon and get all the doom-related boosts and he can solo almost anything out there. End-game I equipped him with a serrated longsword. His ability that allows him to do weapon damage to every unit at the cost of 2 hp is incredibly powerful. It never misses and is on

3 Replies 7,232 Views

Yeah, it'd be great if we could click and drag units to different slots in the army, with the first unit always being the leader. It looks like the order of the army also influences how the units are arranged in a battle, so would give us the benefit of being able to have some arrangement of troops when deployed in tactical battle.

5 Replies 2,119 Views

Agreed that non-direct damage mage sovs/champions are lacking. I'm not talking about the spells themselves. Buffs are great, there's just no incentive to focus on path of the mage or any caster traits if you want to be a buffer. All the best buffs in the game can be found in the first 2 tiers of spells or is researchable. The only buff I can think of that's high level and worth it is mantle of oceans. Taking mage traits doesn't make these buffs any better. Their cost i

69 Replies 24,385 Views

Hooray! Memory fixes and AI for everyone! Especially like the shorter animations for casting and bows. Thanks for the update! [e digicons]:D[/e]

86 Replies 183,856 Views

Currently with the way things are, it's very hard to defend caravans or to spot invading troops since the game doesn't track movements of enemies through your territory. A nice feature would be to allow my army to patrol/guard. When in this state, they don't move , but can initiate combat out of turn with a hostile army that comes within its reach. We could put limits on reach such as only as far as 1/2 their total movement with a minimum of 1 and a maximum being their site radius (Ca

2 Replies 4,204 Views