Currently, it is possible to destroy a city. I think you have to research a specific tech first. Once you have it, you can click on the city (that circle in the center-bottom of the screen with an image of the city). From there, it will open up the city page from which you can choose to raze the city.
Squiggled
A shared mana pool is a good idea and will go a long way to making the game more viable. I'd like to take the idea one step further though. Thinking about past ideas for the magic system, I think something like this would allow for more diversity. Magic should be split into 3 distinct categories (It more or less is already split like this): tactical, strategic, and enchantment. Tactical - spells that are temporary in nature. Basically the spells that you cast in combat
You can buy from them if you have a non-aggression pack or alliance. You'll then be able to go onto their sphere of influence and use the purchase option there. Though I have yet to find anything super unique or special in their shops.
Using an arbitrary limit on the number of tiles a city can build makes it feel very gamey, and it obviously feels like it's an artificial game mechanic. It'd be nice to build in a limitation that makes sense to the players from a logical perspective, rather than an artificial game limit. I propose a system where buildings reduce the max population of a city. Population becomes irrelevant once a city hits level 5. This will help give more relevance to the population statistic.
Hmm...never knew about the spacebar. I usually click on the hourglass icon in the unit's special ability/item list to skip the unit's turn.
Conditions for hiring a hero. 1. You have to have enough gold to hire them. 2. They are in your sphere of influence OR they are beside one of your units
[quote who="xStarfirex" reply="81" id="2754116"]Thank you for this, Wasn't expecting so much in this patch. My only gripe is did you have to reduce item stacking to just one per item? One per item is fine for the packs etc but it would be nice to equip at the very least a couple of rings Keep up the great work.[/quote] You can still equip multiple rings and amulets. It's just limited to one of each type of ring or amulet. For example, you could still equip a ring of speed, and a ring
[quote who="MasonOfSparta" reply="110" id="2749612"]We found the issue with shards not calculating damage properly and it's being addressed. As to the question about damage * number of shards being just damage * 1 with 1 shard the stat actually equates to something like (number of shards + 1) under the hood. Of course LTW could be changing this as we speak, he's working his butt off to make the magic system more logical and fun. I think this makes sense (even if the name is misleading) becaus
Hmm...I was hoping to sleep early tonight...looks like that's not going to happen. [e digicons]:drool:[/e] [e digicons]:drool:[/e] [e digicons]:drool:[/e]
[quote who="MrMT" reply="5" id="2751241"] fair point re melee. So maybe this is the answer... you always get a final attack with your remaining action points (above 0) no matter what the cost.[/quote] Yup, seems to be that way. No matter how few action points you have left, even if it's .1, you can still perform any action regardless of the cost. Oh, and I think they changed the cost of ranged weapons to 2 action points as an attem
[quote who="TTemplar" reply="6" id="2749979"]I soiled my armor that was so funny! However how exactly do you bravely run away? No seriously, how do you retreat in a tactical battle I have never been able to do that...[/quote] It's quite an artform really! There's 2 squares either on the middle-left/right of the battlefield. If you walk your units there, they should run away. I'm not sure if all the edges should allow you to run away,
Yarrr...guess I deserved that for trying to be funny and have a serious topic at the same time... My butt is shaking its cheeks at me as it looks upon the carnage left behind by the holy grail reference. Ah, hindsight, if only it were useful for anything aside from mocking oneself.
spellbook picks that I like fire: earliest good summon for kingdom (Fire Giant), but requires 16 mana to cast :( water: lord of ice. Has around 70 attack and decent hp. Quite useful for fighting creeps if you can research it fast enough (level 5) I don't bother with int in the beginning. I find I can do just as much damage with str and a simple weapon without having to worry about mana regen. Just let them walk into range, then 1-hit kill them. And the majority of spel
Agreed, it's very cumbersome trying to figure out what you're enchanting and where your enchants are currently being applied.
A fun little exploit. I was playing in a game and Magnar decided to invade. He sent in super-stacks with tons of hp but not much defense. So, I decided to take back my city but all I had was my sov and his trusty wife. I armed them with bows and put on a 2 rings of the berserker and the amulet that gives +2 attack and went in hoping to kite them to death. Unfortunately, I was losing morale quite fast and the sions have very high combat speed, so I couldn't effectively k
The prestige one currently doesn't seem to be working. However, if you pick royalty for your sovereign, it applies to all your cities.
Some monsters are also able to regen. Interestingly enough, the higher level of the spouse when you first get them to join your faction, the higher the regen seems to be. I often find that if I marry the first person I find, they're usually of an inferior quality and produce inferior children, but if I spend the time looking for a good spouse, the results are much much better. Take it for what you will. [e digicons]^_^[/e]
So I was doing some testing on the viability of spells in the late game. One very interesting thing I noticed while testing out an AOE spell, Arcane Strike. The damage seemed very random. Sometimes I did 0 damage, and other times I would do over a hundred damage without any real rhyme or reason. After some more experiments, I noticed that it did much more damage against units that had multiple figures. Then it dawned on me: The damage listed for the spell is applied PER FIGURE
[quote who="klaxton499" reply="5" id="2738676"]2kryo I think everyone just wants more Soul in the RPG aspects of the game. This was also mentioned in Beta and highlighted as "message received" by Stardock management. It's not that this aspect was overlooked. This game just holds such promise that everyone is asking for more. We want a reason to care about the named Characters. We want to fondly remember three games ago when a child had a "winning" comb
Anytime you are in your area of influence, you will heal, but you do heal faster in a city. You can buy the medical pack which gives you +1 regen so you can heal anywhere. Other than that, as others mentioned, there's food, potions, and spells
Just walk your units to the very edge of a map. They'll then disappear, safely retreating from battle.
If you think that's overpowered, try researching diplomacy until you get the A Dance with Dragons tech. Then you can build whole armies of dragons with that ability! Well, assuming you can afford an army...they're rather expensive. [e digicons]:grin:[/e]
Have you built any buildings in that city yet? The + icon simply shows you a list of all the buildings that you have built on that city. If you haven't built anything, then there won't be anything to display.
I was thinking of the same strategy. Was going to test it out when I got home today, but looks like you beat me to it!
hahah, no prob. Glad you were able to get the help you needed!