I think this is a bad idea. Fortress training abilities are already so good, they don't need any more distribution to extra units. This will favor the player over the AI, and I think that would hurt the game at this point. Second, using troops who have weaknesses to offset their experience gives them more flavor, from where I stand. Isn't it a good gameplay choice- the quick, better trained hotshots who will die with one hit, or the clumsy old guard who can take an unnat
davrovana
Considering the slower leveling environment we now have (and probably need), I could see the argument for advanced leather armor/robes that give special abilities. For instance, haste/slow spells.
Does the AI know how to do this? Yithril would be a beast if so.
[quote who="Alstein" reply="4" id="3351147"] WIth the new armor rules, I do think we are in real need of some sort of advanced leather armor. [/quote] Why? Weapon damage was lowered across the board, so hasn't leather armor actually gotten more useful than before? I could see spectral leather cuirasses and helms being added to the magic tree, but I just don't see why they are needed.
Stock mages did not show up for me. But my custom designs appeared on schedule, and was able to design and build units with staffs once the tech was available.
Happened to me too, but only once over several different games.
Just add the reinforced chain mail cuirass, available as loot already, to that tech.
Cannot find a save that backs this up. I have had multiple trait screen issues, including these (couldn't save these as I won the game right afterwards): https://www.dropbox.com/s/gsi23kywc9wag0n/trait_issue_1.jpg https://www.dropbox.com/s/uofljw7v8rtr3ue/trait_issue_2.jpg Blade Rush is not part of the life tree. Life A
Burning hands is semi-useful early game, and can scale into late game if you get fire shards. Against swarming trolls or other fire-weak monsters, it is useful.
Have you guys noticed that in the commander tree, road building now has no prerequisite? Your prayers have been (semi-) answered - commanders now make roads at level 3.
I love the first Conan. Only watch Destroyer if you are ready for some serious shlock.
It had been. In the same game, I was denied upgrade to the next air spell trait level repeatedly. I've checked the level req, wasn't the issue.
Maybe this is itended, but wanted to bring it up just in case: https://www.dropbox.com/s/hw3ddcchcwiwlg1/Raza_wargfear.jpg Raza the wild cannot equip mounts. Or greaves, boots, or a shield. Is he afraid of being so high up, on a warg or horse? Not a big deal if intended, but my Mancer army is sick of him slowing us down!
Love that trained units can have their unit count upgraded as new techs become available. However, there is a problem: it only costs 30 gold per member. What if you are upgrading a super unit decked out in Champion's gear? Only 30 gold! So I can pay the crystal/metal cost for a super unit of 3 members, then pay just 90 gold to upgrade them to a company of 6. And I don't have to pay any crystal or metal! Adding resource cost to the upgrade cost would fix this. S
Got a character to level up, wanted to give her Air3. Just like Adventurer's boon earlier in the game, I was unable to select it: https://www.dropbox.com/s/i0xeyt7h7lca8lg/Air3%20fail.jpg?m Usually if I am too low a level and thus cannot select a trait, it says "requires level x." So such message, and I am pretty sure this character was level 8 or 9, enough to get air3. I could be mista
So, I had an alliance with Tarth. Then Kraxis declared war on Tarth: https://www.dropbox.com/s/gmy4spnr1snzwkg/Alliance_Fail.jpg Nada. I am not at war with Kraxis. I talked with Kraxis, whom I have a NAP with at the time. No option to declare war on Kraxis. Is this working as intended? I believe the Alliance description says "...will come to the others aid in war." Does this NOT supercede a
I also saw the caravan problem. Order them to move out of the capital, though, and they suddenly go back to auto-moving to their destination.
My sov gained a level, I was looking to get him more hp. Moused over (doesn't appear in screen shot) Adventurer's Boon and... https://www.dropbox.com/s/cnu8e2gieo90280/LegendaryHeroes_1367011655.jpg Nada. Interestingly, there no longer seems to be a branch connected AB to strength. My sov had taken strength, but AB was un-chooseable. Fortunately, all other traits that should
[quote who="Necaradan666" reply="202" id="3350398"] Auto-turn should wait for you to press 'Done' when building improvements. If you want to build two improvements it takes away control just as you click to build the second one and crashes hard.[/quote] You can turn this off in the menu, I always do.
I am a few hours into a .85 game, so far the changes are working very nicely.
Cool, thanks.
If you are playing as Magnar or a faction with "Flesh bound Tome," and choose Raise Skeleton Horde as a mage, you get a huge source of free xp. Use Cull the weak on the skeletons and you'll easily recoup the casting cost, and pocket some serious mana (20x9 = 180 mana - 42 casting cost = 138 free mana!) Given, it does take work to seek out easy battles and constantly summon then cull skeletons, but using this method Magnar can raise insane mana and with magic research be casting Cu
I really like the new defender tree. However I have one suggestion... I think it makes a lot of sense for the Defend to get access to the swordsmen skill. Less than warrior? Sure. Make it high up the tree? Sure. Just give him Swordsmen 1 as an option. Now that swords do less damage in general and on counterattack, it seems to nerf the weapon that makes the most sense for defenders. Warriors go on the attack, Defenders primarily take damage/occupy the enemy, so sword counteratt
I see an issue, which leads to a suggestion. I think Chainmail Profiiency and Plate Mail Proficiency traits make sense, but then I noticed something strange - trained units can wear whatever they want with no trait! I've seen voiced by others an issue I agree with - trained units are just too good! Don't get me wrong, I like them - leveling them, designing them, their new abilities, everything. But the "hero xp issue" relates to this - trained units are way better than heroes
Wouldn't it help if you got TWO traits from level 3-7 or so, and only 1 trait every level after that? (Keep xp quantity otherwise exactly as is) That way, leveling and hp gain isn't too easy/fast, but it's worth it to train your champions up 2-3 levels. With the extra few trait choices, they can actually earn a small specialized use. If you want high hp heroes, fine - pick defender/warrior and spend your trait points on endurance and adventurer's boon. I think th