[quote who="Heavenfall" reply="5" id="3250537"]I really don't think this kind of general complaint/suggestion is useful in any way. There are hundreds of champions. They aren't going to go through them just because of a 1-minute forum post. Be specific. WHO has traits that doesn't make sense? [/quote] As A'Zoth is the first one that comes to my mind. His traits say he's a mage, but his bio talks about how he killed all his childhood peers because o
Emperorjarin
Good ideas. I'm not sure you'd actually need to increase the crystal cost, though I personally wouldn't make it more than 25 crystal for the first guardian.
Don't worry, come tomorrow, freeze won't reduce armies' movement points at all any more. Problem solved! [e digicons]X([/e]
Only blunt and cutting.
What the title says. There's an enormous jump in price from a level 5 champion (no supporting units, ~3-400 gold) and a level 7 unit (1190 gold, with 1 fire elemental support unit). That's after the Adventurer's guild reduced the cost, too. With that kind of money, I could buy an army big enough to wipe out 7 opposing factions at once. Bring down the costs on level 7+ champions.
I have seen this bug as well. Kind of forgot about it, though.
Well, the idea was that you're being lured to your presumed death, so it's fitting that the item reward isn't all that great. Instead, the experience reward should be bigger IMO. It'd fit a bit better with the quest idea.
I wouldn't be surprised if it's related to threading. Every so often, my units will get in combat while on their way to loot something, and pick up the loot during combat. This happens most often if I double-click a unit to bring up its details screen.
It does, right above where it says what active treaties you have with that faction.
[quote who="Wizard1200" reply="236" id="3248957"]A group of 7 level 5 soldiers has 98 hp (6 base + 8 level x 7 group size = 98). The spell (Burning Hands, ...) would inflict 21 points of damage (3 base x 7 group size = 21) if you are no mage and have no shards. With the Warlock profession, the Path of the Mage trait, the Evoker III trait, the Affinity trait and 1 shard the spell would inflict 56 points of damage (3 base + 1 shard x 7 group size + 100 % profession and traits = 56) for 12 mana.
If magical weapons and armor are getting more focus, then they need a few more pieces than a robe and cloak to last until the endgame. Enchanted leather or chain would be a great fit.
The AI doesn't design its own troops. Rather, it comes with a decent number of predesigned troops, and will use any troop design you make while playing that faction's race.
I made some suggestions in my third paragraph over here , but in addition, I'd like path of the warlock to unlock additional damaging spells. Like, one per spellbook would be fine, but ideally each spell level would give a new method of destruction or two. And again, summoner should unlock new summons, or increase maximum summon numbers.
Sean managed to post before I did, but his assessment is as sound as always. Norse, it's probably because currently, the cost of removing a mountain range from existence is too high for the early game, which is pretty much the only time you actually need it. Wizard, do you even use magic after the first few dozen turns? I'm not sure you do, based on what you want to do with spells. [quote who="Wizard1200" reply="230" id="3248919"]There should be three types
Congratulations!
[quote who="seanw3" reply="226" id="3248885"]Magical damage power should come from Path of the Mage, not from base damage. All the nerfs in the log indicate a more balanced approach to spells. Now that the base damage is lower, they can add some power and make spells cheaper for mages. I would also be in favor of preventing crits on spells, since it makes Path of the Assassin the best mage choice. [/quote] Exactly. As it currently stands, I find myself using magic in primar
[quote who="BlackRainZ" reply="219" id="3248701"]DO NOT nerf spellcasting. It needs to be more powerful![/quote] Seconded. Spellcasting still feels kind of weak at the moment, and there needs to be a good incentive for a spellcasting character to actually specialize as a mage. Nerf traits like evoker and warlock, and there will be no reason to specialize in magic damage, as it will simply not compare to mundane weaponry.
I actually liked the territory bonus/penalty from WOM, and am glad to see it coming back. It made sense to me that your troops would be less effective fighting in a foreign, hostile land.
Finished a quest and was rewarded with the Scroll of Oratory, which should improve my prestige by one. Used it from my character's inventory (not the popup, as I'm aware there's an issue with that currently) but did not see a subsequent increase in my prestige. EDIT: Never mind. It just doesn't update right away.
I have seen this as well. Also, the thumbnail for all henchmen of a certain template will change if a single one gets a new piece of gear; IE, if Bill gets a burning axe, all current and new Bills' thumbnails will show them with that axe.
I would prefer Sions and henchmen to gain the appropriate number of traits rather than starting at level 1, especially as it would make no sense to new players to have their fortresses pumping out incredibly strong troops only to have dinky level 1 demi-heroes.
I would say warriors is worse than warrior caste, though both are underwhelming. Combine them, and you have a decent trait. I disagree with you about the sacrifice spells; they work great with Magnar's overall strategy of weak slave hordes backed up by powerful magic users. He just needs a few more magic users. Hmmm, now I have to go make a new faction...
*cheers* You can do eet! [e digicons]:beer:[/e]
1. Do you feel monsters act too randomly? As a general rule, yes. I don't mind wolves and mites wandering around aimlessly, as they're expected to be stupid and weak. However, it doesn't make sense for a Fell Dragon to be pushed out of his home by a handful of defenseless settlers, and then wander halfway around the world to raise hell for an empire that had nothing to do with his eviction. Instead, he should make a nice pioneer souffle and
Any plan to fix the duration of Tremor? It currently only lasts for a single turn, despite saying it lasts for two.