So who goes questing then? The Fellowship of the ring would become Aragorn and some Rangers, Gimli with a dozen Dwarven Axemen, Legolas and a Band of elven archers, Boromir with his entire frigging army, Gandalf the Grey plus any other gullible guys he can con into doing his job for him, the 4 hobbits who may as well bring along the whole Shire (just tell them its a picnic trip).
BeardyDan
As Stupidity10 said they might want to look into making them worth recruiting first. If they actually had the stats/abilities/traits of their alleged levels they would die far less frequently. Giving the Path of the Mage heroes a hidden "Node Fragment" artefact that grants mana = 5*Magic traits at start of combat (make them loose it when hired) would allow them to cast some spells instead of running up to mobs & poking them with a st
No. You may as well remove Quests & all the other rpg aspects then, not that there aren't some on the forums campaigning for that anyway...
Blocking units from getting quest xp would be a good idea too.
Whilst I do agree that currently some champs are too good, even overpowered, what in comparison to what? The most boring units in TBS history. OK so that's an exaggeration but its pretty close. I still remember a Freak in FFH, about 5 years ago; he became a werewolf/vampire and managed to collect almost all the promo's available inc all the level up ones. How about that Sins dread that survived wit
2,11,2 yes that's 2 twice!
The Casters Spell Mastery should add to damage and the targets Spell Resistance should reduce it, not by 100% guaranteed each but a semi random ammount. That way things like the Magic Resistant trait actually do something!
Costs a trait & is 100% useless against all elementals, inc Shrills, Igns ect. But yea the dam/shard should be reduced a bit.
Don't forget it requires a trait, that is the ONLY reason that the Wraith faction isn't rubbish.
[quote who="OrleanKnight" reply="61" id="3070804"]This is Sarcasm right? Because Warhammer Fantasy Battles Table Top is just a battle system, period.[/quote] And several board games, computer games, Role-play games and more novels than star-wars!
[quote who="Lord Xia" reply="3" id="3071095"]I never tried to edit the base ones, as there isn't anything telling that would even work.[/quote] It only works for the game you are currently in, next game it won't. https://forums.elementalgame.com/416010
Here's mine.
[quote who="taltamir" reply="54" id="3069902"]1, Path of a mage is a waste. Take path of the assassin for better results. 2, Why would you need to reduce costs? The only spells ever worth casting in combat are haste and battle cry for the +2 to initiative each gives. 3. Yes you can kill everything with spells just as you could with melee... except that fire spells don't hurt things immune to fire and focusing on doing magic damage means not getting insane-ridiculous
Still in .77
We all wanted them and here they are: Altair Mancers</t
I don't think the problem is regular wandering monsters, but those from the Wildlands. I've lost count of the no of starts I've had that have been 4-5 tiles away from those zones.
Stats for two(or more) identically built sovereigns different from first. In this case I took: Death Apprentice, Fire Apprentice, Scholar, Attunement, Brilliant, Evoker, Natural Leader, Cowardly & the Staff of Souls in that order giving this guy: Pressing Create Character again & doing the same thing in the same order
It let me edit them with no problem, can confirm the no perks for free levels bug though.
One thing to add; we need to see ALL the units stats, things like Dodge & Initiative are vital yet missing on the shop, trade & Level up screens.
No comments L Well on to Serpents Pact then. Comparing the trained units with wild ones, unfortunately I forgot to screen grab the Ophidians & Forrest Drakes so Heirgmothingy pics will have to do. The Drake does not apperar to have an entry so i'm stuck with the lvl 11 one i spotted. Ophidians : Camp costs 100 Guildars. Training: 2 Diplo, 1 Food & 60 Production. Max per camp: 3 Trained Unit: <img src="ht
Why you would want to train one is a different question... *edit* dont forget you can only train 1 Forrest Drake per camp. The regular Drakes & Ophidians are both 3 per camp.
You would be amazed at how many times this has been requested. [e digicons]:'([/e] Oh and in before the "just look at the city description at the bottom left you should remember what building the AI built in their city before you stole it 200 turns ago!" crowd.
Warning Wall of text incoming! tldr: I feel these guys are rather pointless atm, skip to the end for some suggestions. Unlike in WOM you can train these troops in ANY city not just the closest to the camp, a HUGE improvement. I also really like the mechanic that spawns the lower tier camps. Not including the Serpents Pact you have the ability to train units from the following: Darklings : Empire
Last game i Build 2 Merc camps but I got nothing new in the “Train” window and as they were part of the cities I couldn’t stand a unit on the camp to see if a new option appeared.
Don't forget the hero's can kill the mobs too.