Good catch. I've noticed issues with Research not updating correctly, though haven't paid much attention to its cause.
Emperorjarin
Is there a way to perhaps increase shard power via traits? Like, take this trait and gain +1 shard power in all shards. You'd have to make a kingdom and empire version of it, but that was going to be how I redesigned some of the magical professions, assuming this functionality is possible.
[quote who="DsRaider" reply="13" id="3234379"]Groups have better accuracy then parties? Why?[/quote] The more people you have flailing their weapons wildly in the direction of the enemy, the more likely it is at least one of them will land a hit. Basic probability. Agree with all points in the OP. EDIT: Looks like Sean beat me. But on the other hand, [quote]How can we make them behave more like they should?[/quote] I'd like to see spears
[quote who="Alstein" reply="48" id="3234198"]Big monsters and magic should be the counter to troops.[/quote] I think warrior heroes, properly talented, should be able to tear through troops more efficiently than, say, assassin or defender heroes. I also think that it should be significantly harder than it currently is to build a warrior hero that can do that. Magic is fine, IMO, though I've been noticing magic upgrades are stupidly hard to come by now.
[quote who="seanw3" reply="44" id="3234184"]Then you will hate my life 5 spell Miracle Day. It gives all units max strategic regeneration and 1 tactical regeneration. That is all units in the game. [/quote] Huh, I thought it was only your own units. Now I REALLY want to unlock that spell, :D
[quote who="Tuidjy" reply="7" id="3234165"]7. In 90% of the cases, troops running away ends up being a bad move, and a great advantage to the player. It should go.[/quote] The biggest problem with their retreat is that they don't fully commit to pulling their forces back. I almost never see troops move more than 1 square away, which leaves them easily within striking distance of whatever had nearly killed them in the first place. The other big problem is that once an A
Actually, Ignis Bows are unlockable with the Arcane Weapons technology; troops can be trained with them, just not until the late game. Still a bug.
Noticed this as well a few minutes ago. Wonder if it has anything to do with the forge bug ?
Like the title says. Noticed this problem in the last beta as well.
Personally, I think trained units can be upgraded just fine, other than group size and trinket equips. Giving them attack and defense bonuses on top of their equipment upgrades is a bit too much, IMO.
What they gain per level should, IMO, depend on what you're summoning. Earth Elementals should gain the most defense, Fire Elementals should gain the most attack, and Water Elementals... well IDK what they should get. Maybe just average stats, considering how early you get them.
Indeed. My question is, is there any way to ignore the Milestones and simply have them spawn at the appropriate level? Or do I have to change every milestone as well? My plan is to have the traits be the determining factor, not milestones.
How much can you modify default leveling abilities? I also want to start modding when the tools come out, and one thing I'd love to do is completely replace monster leveling bonuses. Would the easiest way to get the desired bonuses (increased attack, defense, dodge, etc) be to just put what I want in a trait and slap it on the units? If I modify summoned units, would I need to change every individual level of the monster in question, or can I just have the initial summon
[quote who="Tuidjy" reply="3" id="3232692"]It used to be that you could built a pier when your city spread to the river. I liked it much better that way. I hope they change it back. It simply makes no sense the way it is right now. Here is the damn river, why can't I build a pier?![/quote] ^This
[quote who="Tuidjy" reply="55" id="3232696"]As the wolf grows, it becomes less fragile, but unfortunately its bite grows no more powerful. Ah well.[/quote] If I had any skill at XML, I'd try to fix that. Oh, how I long for the modding tools to be released! I REALLY want to redesign how monsters level up in this game.
They will also stack with the potential trait, and themselves. This means an army of henchmen with training and the bard starting trait will powerlevel a character like nobody's business. It's my personal favorite tactic.
[quote who="Kobracan" reply="3" id="3232658"]Ah didn't know about Steal City spell. I guess it makes sense that you don't lose the game with no cities because you start the game with no cities. I shoulda thought of that. So if I were to find some fertile lands (they seemed to disappear), would I have been able to settle on it with my sovereign again?[/quote] Steal City is a spell you get as Kraxis, and comes from the Betrayers faction trait (I think, either that or Diplomat).&
So far, I've played for about 2 hours or so, and while they notably nerfed production, I can't see much of a difference as far as research goes. Maybe it takes an extra turn at first, but right now, even with lots of monsters crowding around, I'm still able to found about a half-dozen cities in less than 50 turns. I actually like the slower game pace, unlike the OP: it gives the game a reason to have a thousand-turn limit. I might look into fast research pace, but TBH
Yes, you have to start next to rivers to build piers/etc. now. It's mildly annoying.
It does not explicitly state that in-game as far as I've seen. However, if you make a custom sov, you will notice that kingdoms get life magic, and empires get death magic. Although I'm sure Frogboy and others will quibble with this, kingdoms are good and empires are evil, hence the magic option limitations.
They're usually too slow and wimpy to do much beyond provide ranged support, from what I've experienced of trained units. But, they make good archers, especially after you get fire and ice amulets [e digicons]}:)[/e]
[quote who="taltamir" reply="50" id="3232544"]If they didn't sap my precious XP I would use them alongside my super sov.[/quote] They don't. Only champions sap your exp gain.
Wouldn't it be Andy the bear cub? [e digicons]:P[/e]
I've been playing Seanw3's mod for the past few days, and I think his solution to champs vs. troops is a pretty good one. Champion-only weapon damage is much lower, traits give a flat bonus to damage, leveling is slower, and troop weapons are a tad stronger. It's still exploitable (I've got a henchman who can do almost 130 damage with Giant Form), but my faction is specifically designed to pull off such cheese, and it's far easier to counter (his health isn'
I know this is a holdover from WOM, when mounts were faction-specific, but since the raze button has been taken off nearly everything else, these two resources really should lose it as well. It's something that has bothered me since like beta 4, but I keep forgetting to make a post about it because I know better than to raze my future stables. A new player might not, however.