I can honestly say I feel very disappointed. The game feels less polished than some early betas I've played. Balance is wrong. Feel isn't nearly as immersed as I expected. Roleplaying and Quest elements seem underwhelming (more is not necessarily better). Magic system is less thought out than in most games I've played in the past. Honesty, playing this reminds me of the first few times I played "Lords of Magic". It tried to be 6
novagenesis
Auto-resolve would've done well for that fight? I had decided, randomly, to give myself build time, so marched into that fight with all armies (and my sov). My sov died first round after taking 30 unexpected damage... my armies slowly overtook the boss. Nothing gave me any trouble except the boss, who I couldn't manage to hit and who could hit me for 30 consistently. Finally one of my "golden hammer" forces (maxed armor + warhammer, unit of 8) hit him
Hmm... That was an anticlimactic boss-fight. All my heroes got killed in round 2 after the 10-damage spell got spammed a few times. The rest was my armies killing everything off. The dragon went down in 3 hits, and the boss went down in 1 (except it took about 4 rounds for 3 units to hit him). My sovereign was gone so early he missed the battle. Of course, he was just sitting around watching and tossing very weak attack spells, a
So can I suggest that only a unit that was present for the chapter-start should trigger these events, or those touched by the event (knights, etc)? Also, can we actually get the units promised us? Green supposedly gives me a boat. If nothing else, can we disable traders (who auto-path anyway) triggering this?
I'm not sure if it's just a bug, or me making a mistake. I'm about 4-hours into Relias' campaign, where I'm supposed to "split my forces" and warn people while I march to the dragon. My main force ends up at a "Dark Gate" across from the area that had been revealed. It's marked that I need to understand dark magic to get through. Then, the real seeming problem. In a couple turns (when my traders reach them), the two furthest citi
Champions really should just be "better". Higher stats, etc. Who cares about a stack of doom. I find champions are generally less useful than a single military unit. Why? They cost about 5x more to upgrade, and are only slightly superior to that unit. I then go around babysitting the champion where the much-cheaper unit can die for all I care. And then, when the unit dies, I buy the next unit up, and it's stronger tha
More than twice. Seems like building limit is only noted for initiating a build. Even though you can rarely build more than one of a building in a city, it lets you multi-place them until you run out of resources.
[quote who="CdrRogdan" reply="13" id="2689868"]5-10k gold is easy. Just build caravans. You get them in the first research of the diplomacy tree. I think you can send them to allied towns too, though I haven't been able to test it yet. Caravans are super overpowered... And also.. you're an idiot. 5 gold from a gold mine.. what if your city has two? What if it's a gold production city? You can pretty easily get a tier 2 city for +20% gold production, what about pubs and inns and mar
[quote who="ddd888" reply="6" id="2689185"] in all my games i reach 5 10 k gold no problem [/quote] How many cities? At what income? What does adding cities do to your overall economy? Four perfectly placed cities, right now, seem to be the ideal for gold. The gains for other resources are almost certain to increase slower than the costs in gold (to the point that you must decide on a balance).  
[quote who="ddd888" reply="11" id="2689075"] lol? you have any idea how it was using a plate? knights couldnt even WEAR team they had a team just to use it [/quote] Walking around, even putting on platemail, isn't the same as fighting in it. Generally, gaps in the armor in the arm area limited slowdown to the arms for swinging. Charging on the back of a horse, the negative effect is reduced to zero (even a
Redacted.
I'm not sure heavy armor should have a combat penalty if it has a movement penalty. A trained knight should be almost as effective in full plate as unarmored. For the rest, perhaps that's exactly what we need. Heavy units and everyone else. Lightest armor can carry no penalty except perhaps to magic (so there's no reason not to have light armor). Heavy armor just slows you the heck down. Sounds fair to me.
[quote who="GoaGalneGbilski" reply="6" id="2688548"]Adding more visual variety would be nice as well. But in tiers, I woould go for these: Cloth - Nothing unless magical Hide - 1 Def Leather - 1 or 2 Def Chain - 2 or 3 Def -0.05CS Brigandine - 3 or 4 Def -0.10 CS Plate - 4 or 5 Def -0.25 CS Warmail - 6 Def -0.50 CS Dividing these would be excessive imo. But each might have different appea
[quote who="nOObonian" reply="4" id="2688925"] [quote who="novagenesis"]It's based on your Adventure tech level. They appear on the map because someone else reached an adventure tech level higher than you.[/quote] When doing a multiplayer game how will that be resolved? Each quest/event is the highest level of all the player champions?[/quote] That's how it works in the single player game. It might be a very viable t
I think that's it. Honestly, I would love if you got extra food from flatland and extra materials/metal from hills (mountains have their own benefit though the same bonus as hills would make sense.)
It's based on your Adventure tech level. They appear on the map because someone else reached an adventure tech level higher than you.
I think with the new gold upkeep, we suddenly have another limiting factor on growth. Your 5th city costs more in maintenance alone than an entire gold mine. Between food and gold requirements, players will find themselves tapering off in power relatively quickly. The feeling I'm trying to get is my Sovereign slowly bringing a wasteland back to life. The artificial "end of the line" just gets on my nerves. If I took every territory in the w
I'm not sure if the "you killed an innocent" message is actually tied to any penalty. However, it just triggered wrongly for me. I was walking close to someone who appeared to be a brigand. Autocombat occurred between turns. The monstrous warning popped up. My save game: http://dl.dropbox.com/u/8944277/monster.EleSav
And a little addition. Deleting one of the mints dropped my income from 7 down to 3. Really low considering I have a gold mine and a trading post.
This may be the issue. The mint I just completed is the SECOND mint. This means I managed to accidentally duplicate a national building (I wondered why it took away 200materials when I started it and it took forever to build).
Last turn, my only town's income was 21. Nothing changed except that my imperial mint (supposed to be a huge income boost) was completed. Income dropped to 7. Save file: http://dl.dropbox.com/u/8944277/justfinishedmint.EleSav
Sorry. I wasn't able to find that file. I see it now. If I get a similar issue, or can replicate this one, I'll forward it to you.
http://dl.dropbox.com/u/8944277/borders.EleSav
Just one thought... If retaliation costs AP, it will actually be a bad thing to counter-attack. If this mechanic is in place, I'll bring an extra dozen or two sacrificial peasants. 3-gold to wipe out an action point of a powerful opponent? I could take 1 hero and a bunch of peasants to kill anything. I'd keep attacking every turn until they are out of action points for their next turn. You don't even have spe
Ok... So Right before I built my second town, a brigand came in and took my first town. (No tactical battle in towns? Come on!) So bug 1. The great exploit. I got my second town for free because I didn't have any towns! Now bug 2 is a little worse. I took the town back (again, no tactical battle option?) only to find out I had permanently lost my resources to the same brigands who took the town. Even moving t