[quote who="joasoze" reply="10" id="3160346"]I have hat very little problems with the Knights of Asok, but ofcourse that is due to random luck. I am not sure how strong they are and how long it takes to be able to handle them.[/quote] They're a 3-man unit with totaling 33 attack, 24 defense, and 69 hitpoints, armed with spears. A decent midgame unit, but if you're caught between one or two of them on turn one, you have to ctrl-N due to their almost Mite-like aggressivene
Emperorjarin
I think everyone playing on the lower difficulty levels is experiencing this problem, Gammit. Lord knows I have been, and I'm actually experienced in this genre! Luckily, the problems seem to stem from NPC AI bugs that are (hopefully) being fixed next patch. For now, the only thing I can tell you is that Beginner is still a beginner setting, so you can play around on that setting without (nearly as much) fear of being wiped off the face of the earth in the first handful
[quote who="estefaz" reply="7" id="3158987"] Getting beaten: get used to it. If you can be sure to win every game or even territorial skirmish - why play then? Everyone loses a FE-game once in a while. Try finding out what went wrong. Did you ever try to just rush into the enemies direction right from the start? Now that is fun. You either lose the game or win it, all within the first 30 turns. No matter how long it takes afterwards.[/quote] I don't think you understand why t
I experienced this same problem when the Knights of Asok were first introduced, and I agree that they have some serious issues for how early they're running around the game. I say they should be stationary until early-mid game, when you and your troops can actually survive an encounter with these guys.
This game is currently incredibly difficult due to the erratic and unpleasant behaviors of the monster AI. Luckily, this is supposedly being fixed next patch; if that holds true, then a lot of early-game insta-gibs should be resolved.
Missed this on the first readthrough: [quote]+ Burning Blade, Stoneskin, Summon Fire Elemental, Summon Earth Elemental, Summon Shadow Warg, and Summon Ice Elemental can no longer be cast twice (once with the strategic version and once with the tactical version)[/quote] What's the point of being a summoner if I can't have an army of summoned creatures?
Working as intended. It might be nice if they bumped the cost of champions to let us pick up their guards, but that might make them prohibitively expensive.
Oh man, I am so excited for this next patch you have no idea I WANT IT NAAAAAAAAAAOOOOOOOO!!!!!!!!! I'm especially pumped for being able to limit traits by faction/subrace type. That will really help me in a mod I'm hoping to build on release.
I very much like everything you outlined in your plan, Kalin, except for aligning factions with elemental damage. I think for a world that's supposed to have exceedingly rare/difficult access to magic, we have enough of it floating around, and simply having a more magically inclined race (like Pariden and Reoln) is good enough.
The difficulty of this game needs some adjusting, to be sure. I've had better luck playing on Beginner (after playing on Normal for the most part before the most recent patch), but there's still quite a bit of balance work that needs to be done.
Personally, I'd rather have more summoned units on the field than upgrading the tiny selection I have. I like having an army of summoned minions at my command.
I like this idea, though I'm willing to bet coding it would take more time than it's worth.
I'm glad to see I'm not the only person who's finding the easy settings to be mercilessly hard. Based on the overwhelmingly positive responses I've seen on the forums regarding monster difficulty I was worried this thread would be filled with rages against me for daring to suggest that this game should be anything less then an exercise in masochism. Hopefully the devs notice this thread and tone down the easier settings; I don't want to fight less monsters, I w
[quote who="joasoze" reply="3" id="3144833"]You (the OP) is getting far to worked up about this. Worst case scenario: You have to restart a game. I do not in any way want a system where the startup zone is warm and comfy. When you generate a map its very difficult to start evaluating chokepoints and such relative to the placement of AI empires and monsters.[/quote] So, you want a challenging game? Play on Challenging. I want an easy game; I
I've started about a half-dozen games as of the new patch, and while the visuals are better than ever, I'm finding it impossible to actually play a game beyond a few dozen turns before I'm stymied by unbeatable monsters. After having my ass handed to me repeatedly on Easy, I swallowed my pride and dropped the setting down to Beginner; this seemed to work well until I founded my third city (around turn 30 or 40), at which point a small army of Shrills and an Ignys made a beel
In addition to complaining, I want to say that I really like the new spell icons and the new territory border look. So many minimalistic shinies!
To follow up, I'm guessing that the game doesn't have a distance limit for mobs, or that that distance limit is so small as to be irrelevant. Starting adjacent to a wolf pack on turn one, and being attacked by it before the game begins, is completely unacceptable. The devs need to reevaluate the distance parameters set up for wild monsters.
Just started a game; got pounced by wolves before I could even build a city. More details here.
I just updated to the new patch, and started a new game to see how much has changed since .912. So I choose my custom summoner sov, set the game to Easy (bumping the AI to normal because I've been having issues with wandering mobs being too hard at the beginning) and leaving everything else at normal settings, when lo and behold as soon as the game loads I get the message "Sov is under attack!" I nearly quit the game right then and there; I don't even have a chance to BUIL
Meditation does lower the enchanted city's production by 10%, so bear that in mind if you're trying to rush an important project and don't have the gold to purchase it.
I've seen that bug when mounted units in my game block as well. I think they haven't added a block animation for mounted units, and it confuses the game.
The most notable issues of strategic spells not updating are summons. I realize they aren't "enchantments," so to speak, but considering that in the current build we can only have one summon per hero (ie 2 level 4 fire mages means, at max, 2 fire elementals), it's rather annoying and costly to have to unsummon then resummon a creature when you acquire a new node or two. While I would prefer to be able to summon more creatures, something should be done to address this.
[quote who="feelotraveller" reply="3" id="3135524"] An easily moddable file could be good though, if such does not already exist.[/quote] I would also a way to modify the names of my custom faction's cities, or at the very least set my capital city's name.
Unlock enchanting in the magic tree first, then you'll be able to build your golems.
I recently played a game that featured several Temples of Asok near my starting location (and the middle of the map for about 4 factions), and while I like how they're a force to be reckoned with in the early game, their threat level is currently way too low. They're considered a weak threat and only give 8 xp for the 3-unit stack, which, though perfectly fine when they're actually in a late-game army, is not nearly high enough of a threat rating for a level 1-7 champion/sov