Hey folks, Been a while. Love what the game's turned into. Miss some of the old stuff, but I'm sure it can all be remade. Even bought a copy on steam in addition to my existing copy ;) Just finished a 22 hour game with a custom Empire faction on Challenging/Challenging, Medium Map, Lots of Champions, 5 opponents (3K3E). So, bugs: (will update if I remember more) Shadowbolt works against magic-immune targets (Obsidian Golem) ... while I lov
Gaeb
Agreeeeeeeeeeeeeeeeeeeeee
I think it's a bug - it happens to any army that still has movement when they kill a champ or sov. I had an army with 4 moves kill Kraxis, he goes back to the nearest city, and my army AUTOMOVES 3 more steps toward that city with a new destination of that city with Kraxis in it. My guess is the creature AI doesn't clear the path its given by this bug.
Darklings have the same mechanic and result this patch, I also thought this was a bug. I believe that in a prior patch I tried fire dart on a ophidian and failed... is it supposed to succeed? That's news to me!
Seems that whenever I load a game, they all spawn again...
Until this natural leader perk got implemented, I'd never had more than four champs, usually just one or two. Now with Kraxis I have five or six super fast!!!!! ... but I agree on monster respawn and champ respawn. I never seem to have as many champs as my AI opponents...
There are UI bugs, crash bugs, crazy random terribad start issues (ohai 4 juggs!), etc etc etc... ...but I'm having a blast. The monsters and AI are much more dangerous, the new faction tweaks are fun, and so forth. GREAT STUFF DEREK & BRAD!!!
I quite like the summons - they're a pretty big early game advantage (free, no-upkeep units that are comparable or better to what you can build till turn 100-150ish), and I think its appropriate that they don't scale to midgame. I also think there should be some late game summon options *that require multiple shards* (ie - greater fire elemental requires 3 fire shards, or perhaps require sacrificing a fire wraith and having a shard?) and the Summoner traits to u
Can we get some sort of passability spell option early in the game (ie, same effect as master scouts - hills/forest/swamp don't impede movement) ... giving it upkeep helps keep us from overusing it. Mostly my thought is for getting my sov and champ from point a to point b before the empire is well established...
I had a start where I was in the northeast corner of a continent, with woods south, mountains (impassable) southwest, and woods west - so only two directions to explore. Within 10-30ish tiles of my home base were FOUR juggernaughts. The whole 'monsters have strengths and weaknesses' thing didn't apply, those things have no god damn weaknesses and are absolute terrors early game. Also nearby, an earth elemental and a fire elemental with their armies. About turn 80 when they a
Would like some clarity on wording as well... can't remember which trait I was considering, but it was basically +3 where the previous trait was +2, so I was there going "wait, do I get +5 total or just +3?"
Challenging, Resolyn, well into the game (turn 197 save) and decided to save since I saw an opportunity to declare war on Gilden then knock their sovereign out of the game for a while. I saved, proceeded to declare war and send him humbled to his nearest city at 0 hp, then the game crashed a turn later. Reload, retry, same thing happened. Reload, didn't declare war, just did normal movement, game still crashed next turn. Save attached and at : <a href="htt
The earth shard one seems mad overpowered actually...
Playing Resolyn on Challenging. My first city (I demolished the Tower of Dominion to rebuild elsewhere) is Growth "capped to 0 by Food Limit" despite having a +80 food surplus (60 food per 4 grain = 240 food, 160 pop = 80 surplus). None of my other cities appear to have this issue so far (Turn 167) ... loving all the new stuff! Edit: I demolished the Garden and growth fixed itself instantly. No impact after rebuild. WIERD bug...
Not sure if intended; if a node/resource (ie : air shard, ogre lair) is adjacent to a city, it takes the city's build time into account. Net result: Fell Dragon camp on level 1 city takes ~25 turns. Or I raze the city, and it takes 5 turns. Working as intended?
[quote who="Warpuke" reply="110" id="3146725"] What I still despise: The AI non-stop spamming outposts/pioneers everywhere. --> Make it so monsters attack npc outposts (I watched a harridan army with 130 or so strength just roam the country rather than attack the enemy outpost. I on the other hand, had no such luck with roamers. If a monster saw my outpost it was making a B line for it. [/quote] I quite enjoyed
Double post fail
Setting: Normal difficulty/monsters/magic, Medium "Desert" map (there's something wrong - Desert gives me temperate, Temperate gives me swamp), Kraxis with custom Sov (death fire earth 1pt, brilliant, attuned, clumsy, warlock, prociphene's(?) crown). Game was won having taken path of the mage and hit fire mastery. [code="xml"]1. General feedback on if you felt the monsters were a threat (were they too strong, too weak, or about right).[/code] Strength is
[code="c#"]- I think there should be a way to explore the capabilities of armies and monsters on both maps (tactical and campaign map). Opponents are more than their healthpoints, attack and armor values and right now there is only the "details" dialog. Maybe the traits can be placed in the tooltip too?[/code] I gotta say when I found out you could click the monster's icon (bottom left corner) and get full details, combat stats, weaknesses, strengths, AND back
double post fail, see below
This is driving me nuts. AI drops an outpost near a monster den ... monster comes running for me from four tiles away. Happened in multiple games. SO ANNOYING. Monsters appear to completely ignore AI. Nothing like seeing Fire Elemental's Army and Gatherer Spider's Army both charging at you from offscreen only to find, yep, Verga dropped an outpost and woke them both up. Of course, they completely ignore him and come after me.
Played a few hours - really excited by the progress since the last time I played Elemental. Rated it fair - long way to go, but excited. Disclosure : Didn't play betas before this, but a good deal of WOM. Quick thoughts: A) Early game needs some speed/interest/balance attention. Waiting 29 turns for a workshop or w/e seems silly. Long story short, takes a long time to get going - I got pretty bored pretty fast. Explored everything there was (in
Brad, WOM 1.3 needs a few things to get this to a great game in my mind, and I don't think it's an easy task! Tech Tree & Item Redesign/Balance (ie: Why not move mounts/adventure packs out of the combat tree and get rid of the war staff? Why have the combat tree be so dominant/important for success? etc.) Magic Redesign/Balance (ie: All the components exist, but there's no five-star spell besides teleport, and tp is stupidly OP - should have a range li
I want a watchtower building that can be built anywhere in my controlled territory, and I want to be able to garrison it with up to 3 units.
I've had NPC's kill my pioneers (was playing Empire) ... I'm wary / annoyed by NPC groups hanging around my cities, but I thought I'd get a reputation hit for killing them?