I had this happen on Challenging (Magnar with a LOT of dragons). Thought it was my fault for not playing faster with a new faction I'd created. Glad to know it's not my fault ;)
BernieTime
Near the end of the game you can learn "Lower Land" which I'm sure is what Michael_Zett was referring to.
Fine, reply to his thread and not mine [e digicons]:'([/e]
It's not just Gnarri. The lady mage that joins also blocks another choice (the guy in question doesn't like the Dark Skinned one so I assume it's in reference to her). I'd guess Stardock has a bunch of pairings where you get one or the other, but not multiple declines or the Hero stack would go above nine and bug out (different thread)
At the beginning of the Campaign you get a popup message that unlike a normal game Champions cannot move from the Stack. I suspect the Sovereign is missing due to a bug that kills off random units (usually Relias) when the stack is over Nine units
It's really weird. I just loaded a saved game that replicated the bug. Loaded a different chapter point that didn't have the bug. Reloaded the "bugged" Chapter save (in this case, Chapter 9) and the bug isn't happening now. Weird. Exited the game, Started the game and loaded the "bad" save, now working perfect. /stumped
Quendar Wine can be purchased at Kos Pitra, but if you buy it there before acquiring the "real" quest item to the west it bugs the quest and you can't turn it in.
Definitely an issue with the stack. When entering combat the game kills off random units (usually Relias first) so that you can only play 9 units (max) in the field.
For example, Cloak of Shadows and The Tazzar's Cape both provide a dodge bonus (+10 vs. +4), yet they both have the same value. Why would I ever want to purchase The Tazzar's Cape when the other is so much better? I understand that you get one before the other in the Tech tree but the values still seem way off.
Having played through Beta I've been really happy with how FE has developed. Congrats on making a much better game than Elemental, and not giving up due to the failure of the latter. Looking forward to the first patch fixing some of the stuff that sprung up after release.
This is happening in Chapter 11? Not sure as the Log doesn't say. It's the one where you get to rescue Janusk. Not sure if the issue is related to Stack Size as this hadn't happened until after my stack increased to 10 units
I wanted to play the Campaign as in the Beta I felt no reason to play with any of the pre-existing factions. The Campaign helps make sense of the world you're playing in and gives some depth to the factions. +1 on wanting a difficulty selector for the Campaign though. It really feels super easy. Great if you're just learning the game, but for experienced TBS players it's far too easy.
In some Chapters it's hard to keep track of what was accomplished in the Log. Would it be possible to have outstanding quest requests in a different color text (red?) that change to a different color upon completion? Thanks!
The issue I had with Propaganda was that it didn't contribute when your tax rate was set to zero
I just ended up giving him the backpack that allows you to carry more weight. problem solved Not sure you should change the weight of the weapon as I LIKE that encumbrance matters. Don't be so quick to push the EZ Mode button. Why not just tweak Gnarri's traits to include handling more weight? Also, some of these items should be locked (untradable) to the character if you're really looking for an RPG feel
I noticed the same behavior in my Campaign game
I'd prefer to see a Sovereign (Governor?) have the ability to spend influence to discover a random champion hiding out on his lands. Costs and such would still apply
I can understand why you don't want lowering terrain to create water/island issues. But I would prefer to see lower terrain turn plains terrain into swampland. That way I can create a land bridge, then convert it over to swamps to slow down any wouldbe pursuers.
Most of that stuff is too deep in the tech tree to be of any real value
Bandit Lord still sucks. The bandits have no impactful growth per level and get one-shotted by anything that isn't a Mite Per my last suggestion the 2 starter bandits should grow another body as they level (as seen on other units) The Bandit Lord could also get a Recruit Mercenary skill similar to the Recruit Beast skill The above would still only be good in early game, but far more of an impact and value without going OP
I noticed something odd in my game as well. An AI player who I have been buddies with asked suggested we go to war against the current AI leader, I opted to say okay, let's do it. Then looking at the Kingdom reports my AI buddy docked me 3 points for starting a war If someone declares war on me and I end up killing off the AI who started it, the other AI players are docking me points for being a warmonger. obviously they still really need to tweak the diplom
It's been mentioned before, but each wound gained gives the affected Champion a +%5 chance of permadeath (after the first wound)
I was hoping that when the Dragon was defeated, then the dude on his back would then become the active enemy (2-part boss battle) The Dragon really should have magic immunity
There's some long standing Profession/Trait weaknesses in Sovereign creation; Adventurer Profession; No sane person would ever pick this as there's no real benefit from starting at level 2 compared to other Professions that give much greater long-term gains. Bandit Lord; The only advantage gained from this is on very small maps where you might be able to get a jumpstart against another nearby sovereign. The 2 Bandit units supplied are so underpowered as to be lau
Well done on the list. +1 to you [e digicons]:D[/e]