When you're at war, you have the option to demand surrender from the AI under the treaty section. They don't always accept, and I don't know the formula used to determine how likely it is they'll surrender.
Emperorjarin
[quote who="Gammit10" reply="60" id="3247107"]Having played the latest build released to us, and knowing you have a few weeks to tweak I can confidently say "You nailed it." TM, patent-pending. Please do not stop the tweaks and communication so we can provide feedback up to the point of release. As of now, I would give the game a solid 8.5-9.5/10. FE is everything I wished WoM was, and way more.[/quote] This. The game is already grea
I wouldn't say it's extremely frustrating, as long as it's only a single level difference. With 3 traits right off the bat, I don't feel too cheated if I don't get a trait at level 2. But more than that is a fairly serious problem.
Agreed. It's infuriating to discover a single Ignys has laid waste to your city because you didn't notice it slithering towards you. Monster AI needs to be worked on, and the scorched earth of a destroyed city should go away.
[quote who="Tuidjy" reply="14" id="3246766"]You HAVE to be kidding. 50 turns? My average war does last a quarter of that. I doubt I have ever been at war for 50.[/quote] Heh, in my current game I've been at war for over 100 turns, mercilessly crushing any army foolish enough to show itself at my doorstep. Granted, I've been ignoring the AI factions in favor of clearing a wildlands (Mage with sunder vs. Delin, a very satisfying matchup) and could probably have won the gam
This is still the case. Agreed with you Tuidjy, it makes it so henchmen and sions are better off being trained at a conclave, especially if you get a few unit-buffing enchantments on said conclave.
Noticed this as well, though it's actually just a display bug. The damage showed in the spell description is correct; the mouseover damage is wrong.
[quote who="Derek Paxton" reply="83" id="3246861"] Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar) One word: Cool I guess the bandit remains at your side after the combat right? Yes.[/quote] HOORAY!!!
I saw this issue in .982 with an AI city, but didn't realize it until after I had taken the city. I believe Guardian Idols/Statues spawn, but do not have any in my game.
[quote who="cardinaldirection" reply="76" id="3246668"]Another Shadowbane vet?[/quote] Never played Shadowbane, and didn't even realize it was an MMO until I looked it up just now. I just want magic to be as beefy as my warrior champs.
[quote who="Ausland" reply="10" id="3246526"]Sometimes in these battles where I tame a beast, a unit of mine who was injured or killed in the battle will be alive and fully healed after the monster is tamed and the combat is over. Definitely some strange stuff going on, but its okay, because I really like this trait [/quote] So do I. Having a group of acid-spitting spiders and an umberdroth fighting alongside your sovereign is almost indescribably awesome :D
Something about it is bugged. I honestly don't mind not gaining the XP for converting a single unit, but on the other hand, I can also avoid all damage taken in the fight because of this issue. Plus, as it was noted, the popup after the battle says you gained XP, so it's more likely that not gaining XP is the bug.
[quote who="Wizard1200" reply="50" id="3245825"]Magical power increases dramatically if you have the Path of the Mage: + 25 % spell damage from the Path of the Mage - 25 % tactical spell cost from the Path of the Mage + 50 % spell damage from Evoker III - 10 % tactical spell cost from Affinity (it should be - 15 % and Mantel of the Oceans should be - 25 %) That means a Fireball without any shards inflicts 31 points of damage and costs 33
I think a limited duration is the best option for balancing Blindness. Keep it at -50% accuracy, and if you really want to be nice, give 10% of that missing accuracy back per turn, until it expires. But for the love of god, stop nerfing every single spell just because it's good! Warriors are boring to play [e digicons];)[/e]
[quote who="halmal242" reply="1" id="3246162"]Summon Reinforcements could even be differentiated by Empire / Kingdom. Empire - Summon a bunch of slaves from the stocks (Given the chance to fight or die for their crimes or some such) Kingdom - Summon Young and Old (Last ditch effort to defend a city the young and old are sent to augment the militia) Both could take a population hit to the city for using.[/quote]
Your AARs are so much better when you write them in character :D I still read it for your assessments, but it's nice to actually want to read what's going on in between :) Anyway, just to let you know, things aren't any faster paced in .983, and while it took me a while to get used to it, I'm now at turn ~90 and at war with two separate Empires, with two others paying me tribute. I still haven't met every faction, but the diplomacy changes from your game
The only time I've seen this issue is when your previous order was to attack something that is now dead, like if you were moving to kill the bear cub that just suicided against your army. It's an extremely annoying bug.
Interesting. I haven't seen that particular bug, as all the beasts I've found have been in forests, meaning I can't get the loot until the next turn anyway. I'm still getting the no xp bug when you tame the only unit in the enemy stack. It slows down progression initially, as I'm missing out on the only decent source of xp my wimpy sov has for a fair amount of time.
Death's version of Mantle of Oceans is Horrific Wail, which does 3 damage per caster level to every enemy in tactical battle. It's a very nice spell, and fits well with Death's theme of painfully killing you in every way they can think of.
[quote who="Wizard1200" reply="17" id="3245270"] quoting post Balance ... many great changes ... I think that the reduced shard scaling of the spells is great, but ... - the base effect of many spells should be increased to make them useful for all heroes: - Heal 8 -> 10 - Flame Wave 4 -> 6 &nbs
Not necessarily. Power rating is currently determined largely by city and army size. What this means in a game against Magnar, or any Quendar-based custom factions you may make, is that they can train large groups of cheap, comparatively weak slaves. What's more, these slaves have no upkeep costs. This means that whenever Magnar decides he wants an army, he can make one on the cheap, and quickly outproduce you and your troops. How do you counter this?
I hate to tell you guys, but the patch notes said Troll Charm doesn't heal in tactical combat any more. Have yet to test this, though.
Your tax rate (X%) is how much of your city's income is actually earned by you. So, at 40% taxes, with 10 income, you earn 4 taxes. Working as intended. If you want 60% of your city's income, increase your tax rate to 60%.
The slow effect from Chaos and Pandemonium spells also stack with slow. I am all right with this, more so now that the init floor is 5.
Umberdroths and hoarder spiders are, IMO, the best beasts to tame, assuming you can live long enough to get control of 'em. I like ophidians as well, but their spell resistance makes it near impossible to tame them.