This post is a continuation of the Assessment found here: https://forums.elementalgame.com/425698 The current Champion setup is a great on in concept. We have five strong archetypes that we get to use to craft our heroes as we see fit; the strong Warrior, the skilled Assassin, the noble Defender, the wise Governor, and the powerful Mage. The issue I see is not with the framing of the system, but the implementation of
Malsqueek
Thank you all for the input. I'm updating the tables just as soon as this post gets made. Also added True Strike, which had been missed, as well as a generic "Magic Level1-5" Traits set to the Generic Table for completion's sake. [quote who="Peter Ebbesen" reply="9" id="3162508"] Moreover, many of the listed "minimum levels" for traits are no such thing - they are merely guidelines for character development extrapolated from the time a character can choose
Ohhh.. Good catch. They did keep it in, by my notes were shorthand, and they were missed. It is +1 Initiative at Swordsman 2, and +2 (+3 total) at Swordsman 3, if I recall.
The monsters are FAR better now than they have been, but there are still some poor starts where the AI bum rushes all your expansion opprtunities except the one near the lone Umberdroth. The starting pacing is still pretty ferociously slow for the first 50 turns, but once you get going it rolls along nicely.
Hello Beta community. I was wondering if you could help me collect some numbers from your games. I'm looking for information on what level your champions are on what turn (just a couple samples over a game is fine). Most useful would be a sample around turn 60, another around turn 150, and then another near endgame (please supply turn number). If you could supply the following: Number of heroes, Turn Number, Hero Level, and Map Size.</
I took some time digging through the XML to pull together all (I think) the traits that Champions can unlock as they progress. I'm doing an assessment of each of the Paths because I believe that there is a bit of lack of identity to what TYPES of traits the various Paths are afforded, and that not all the paths are equally represented in terms of real benefit of traits in their trees as well as traits leading up to them. This is also likely useful as an informationa
It SEEMS as though you are getting the sum of all abilities. It would make more sense, however, if Tiered Traits actually replaced their predecessors, and the trait you chose just said what your new bonus was. "Precision 2 grants the Champion +15 Accuracy", and have that actually be the bonus applied from Precision as a whole, for instance.
Do the bonuses provided by champion traits stack? If so, is that universal, or only with some of them? For instance, does Precision 3 give the Champion +15 Accuracy, or +30 (the sum of Precision 1,2,3)?
I've not been able to play too long, but the starts have seemed better. New art (I think the trees look better). Earlier City 2nd level works very nicely. I have been playing on normal with dense monsters to assess systems and the early game seems a bit better balanced. More when I get a few more handfuls of hours in.
[quote who="Frogboy" reply="1" id="3160984"]All the faction abilities are op. [/quote] That is the most fun kind of balance there is.
I agree whole heartedly with all of the above. In particular, the Path of the Governor is something I would like to explore, but don't for two reasons. As stated above, Governors don't level. Ever. Considering the speed at which Characters out in the wild level up, I don't think it is unreasonable for characters posted in cities to get 1 xp every turn regardless, and for the adventurer's guild to up that to 3 per turn (considering how frea
[quote who="Bellack" reply="8" id="3159706"]I like the AOW and AOW:SM approch: You have the whole city in the TC map. If it has walls then the defender is behind the walls and get a bonus to defense. The attack either has to break through the walls and/or gates (gates have less HP than walls) or fly/Passwall/climb wall/dig though them or some how get the defender to leave the safty of the walls to attack the attacker. Made for really fun Tactical combat. And of coarse there
I would be fine simply with a change in Lair graphics which indicated that the area had levelled up. That way if you were paying attention you would know hat they were stronger, but would not really have forewarning. (City gatherers have noticed that there are more bears up in the hills than usual). I would not mind a popup to that effect, but do not see it as vital. Added effect of the monsters levelling up mechanic, it accurately represents the population of crea
I'm not sure how exactly the AI is implemented or coded, but would it be difficult to add flags to buildings, spells, and troops for the AI to cross reference? For example: You go into combat, the enemy AI assesses what your biggest threat is, and determines that it is a unit of defenders, since the Defenders have a Defense of greater than its best attack unit, it flags the defenders with [ARMOR], it assesses what it's best course of action is. It looks through
I can do without the Dynasty system (at this point), and think that magic still needs piles of work to be at all interesting (It is *better* than it used to be, yes), but otherwise, yeah, this is a pretty accurate assessment of the state so far.
[quote who="Kalin" reply="6" id="3158085"][b]Actually, this change doesn't help the AI at all[/b], quite the opposite. While I'm in favor of something like this (I'd rather it be 4x speed in your territory, 2x in neutral, 1x in hostile), I don't think you can make this change overnight without putting other systems in place (so probably not any time soon). Let me try to explain: [b]The current system (4x speeds) is a great boon for the aggressor, they get to pick wh
I don't disagree with any of what you said. I've seen that city thing enough times that it makes me not want to take cities, and the roads thing needs addressed BADLY. While I agree that a lot of the wage/build times things are a bit askew, we are going to see the city rework in Beta 4, so we may see some really nice changes in that regard then. As to the focusing on Military tree only, that is not a very viable tactic, I have found. It se
I largely disagree with you on all points that aren't already present to some degree. 1. Totally random loot? Meh, I'd rather have really characterful loot that shows up randomly. They already have some cool stuff at higher levels, and I would like more unique gear, but in terms of RNG gear drops. No. Finding a [ Serrated ] [ Broadsword ] of the [ Holy ] [<sp
[quote who="Glowing_Ember" reply="2" id="3157289"] I've had games tuined because i just unlocked the tech that gives you roads after i built my second settlement and an assassin demon comes running along my road, destroys three resources and the next turn razes my settlement, and then turns around and marches on my capitol - no way i had enough tech to deal with that ealry game and my heroes would only serve as a source of healing for it - restart new game. uhg. lol. [i]sh
Not that I'd mind assassin characters doling out 4x damage, but a random counter attack from Ceresa doing 200 damage to a warrior champion with 50 armor is a bit strange.
So, over the last few days I've been able to put another 15 or so hours into the beta and have found some quirks and kinks that ought to be addressed. We have already hashed out larger fundamental concerns ad nauseum and until Beta 4 comes out, those can be set aside. Before the following list of "stuff that's wrong", I just want to express gratitude yet again to FE's development team for the effort they are putting into FE and the degree to which they are interfacing with
The only way I would ever encourage you to get E:WoM would be if you were buying E:FE and it came for free. It is essentially a proof-of-concept for the engine that E:FE is using. FE has it's quirks and infuriating "features" but even in beta it is ten times the game. When it is done, it will probably be thirty times.
[quote who="UmbralAngel" reply="4" id="3156872"]Technically, if monsters carry 0 weight, and most units carry at least a little weight, couldn't you mod it so that exactly 0 gives you no bonus, but having at least 1 weight gives you a bonus? I am not sure if you thought giving the bonus to monsters was unbalanced, if so this might work. [/quote] Meh, most monsters are in pretty good shape right now in terms of strength. If the
I'm looking at making encumbrance the only thing that modifies Initiative and having appropriate weights on the gear to represent that. Monsters Should remain about the same, unless they carry gear, in which case, they get what they deserve.
I have 64 Bit OS, and depending upon the DLC I may or may not purchase. Ultimately it depends upon the content. My preference is to buy an entire package at once, but, good DLC is good DLC.