KingHobbit

KingHobbit

Joined Member # 4019918
41 Posts 716 Replies 13,233 Reputation

Just out of curiousity, what happens to a road if you raise a mountain or sink it and turn into a lake. Does it automatically change the path? What would the new organic roads do?

100 Replies 250,498 Views

[quote quoting="post"] We have gotten a lot of feedback with regards to the “first impression” elements of Fallen Enchantress. Part of that goal is to make it clear to players what the distinctions are between each faction and each sovereign. Visual Pass Across the board the art team has started to put in the Fallen Enchantress specific art assets. This effectively means the world will look quite different. More punch, less blah when it co

100 Replies 250,498 Views

Huh? Procipinee was the first Kingdom I used, it seemed odd. I still think that is an error though.

4 Replies 2,854 Views

Pretty minor---I played a game with Procipinee and she uses the Tower of Dominion instead of the Beacon of Hope. Game has been a lot of fun. Thanks for all the work

4 Replies 2,854 Views

[quote who="Rhadagast" reply="87" id="3062129"]Let me just start by saying job well done, and thank you. I feel like pre ordering WoM has finally paid off. Now, a few comments about my game play experiance so far. Comments: 1. Maul is OP - Found a sword with it, let me kill anything in 1-2 turns with one hero - don't take it away though 2. Sure this is already being worked on, but recruitable creature huts icon's disappear when implemented for some re

116 Replies 453,626 Views

[quote who="juryal" reply="64" id="3052494"]But if getting married has no effect than why would it be included? It's just a feature that has no purpose. If there were no offspring from or effects of the marriage I don't think it helps immersion at all. A full fledged dynasty system would be cool but I fully agree with their decision to scrap that and focus on other features. Of course, a hybrid monster of FE and CK2 where you can control a dynasty of channelers as you try a

81 Replies 153,749 Views

[quote who="juryal" reply="64" id="3052494"]But if getting married has no effect than why would it be included? It's just a feature that has no purpose. If there were no offspring from or effects of the marriage I don't think it helps immersion at all. A full fledged dynasty system would be cool but I fully agree with their decision to scrap that and focus on other features. Of course, a hybrid monster of FE and CK2 where you can control a dynasty of channelers as you try a

81 Replies 153,749 Views

I still hope that you change your mind and let Kir-Frogbard marry Myrella and have offspring. Don't worry about marrying the kids off, but the Sovereign having family gets the player more attached. It is just a deeper game. That was one of my favorite parts of Elemental.

81 Replies 153,749 Views

[quote who="Lord Xia" reply="64" id="3032841"]With champions, if they can be killed off to prevent other factions from getting them, will new ones spawn eventually? Or will the game simply run out of champions? I believe the dynasty system has been removed, but why not go the other way and let champions marry and reproduce? Even if it doesn't make sense for rulers(diplomacy and where the child ends up, etc), or can't get that to work out, then maybe marry champions o

112 Replies 322,433 Views

Frogboy---I know I mentioned this on an earlier thread or two, but is there any way Fallen Enchantress we could have the Elemental map with the two main continents with "the henge" in the middle as an option. I would truly love to play that map. The random generator looks like great. Cheers to your team.

59 Replies 123,239 Views

[quote quoting="post"]** When a city is taken in combat half of its population is lost. Also when units die their population is forever lost, giving us some outputs for the population system, it doesn’t continually build. And, although warring successful wars has its benefits, it can be costly too. [/quote] Great update but I have question about the above. "forever lost" is a really long time. city growth won't replace these citiz

154 Replies 2,244,071 Views

spells are supposed to change the tide of a war. That is the point in having spells. The teleporting spell only moves the units back an forth within your territory. If they run into an army that is better then whats the point of teleporting them there. Its like teleporting the sheep into the wolves den. [quote who="DsRaider" reply="7" id="2974222"]I actually agree with Black-Knight. Easy army teleportation is not a small thing. Where other players will need mul

70 Replies 192,227 Views

I want the teleport spell, even though I did not use it that much in the early additions of the game. I like the global mana pool---and I do not think it should have a cap. If you want to make it expensive and a Air level 5 spell than that would be fine. Perhaps even make it a quest spell.

70 Replies 192,227 Views

[quote who="Bellack" reply="165" id="2973524"]Liked what I saw as well. And I like the Terra-forming spells as I did in AOW (all games.) So please keep them in.[/quote] I liked the Terra-forming spells as well. Someone else wrote in this post somewhere that they should be a higher level spell. I do agree with that as well. The Terra-forming spells a really pretty powerful. Level 3 would be good for raise and lower land. Create Mountain shou

322 Replies 1,018,905 Views

@noobshot I agree with Tridus that it is not a good strategy, only that it should be one that is available. The original comment I responded to was that there should be some type of cap put on how much mana some could accumulate. Some else seconded the opinion that they could cast 13 volcanoes and then just end the game. My point was that if that is the strategy they want to use, the game should not limit them. [quote who="KingHobbit" reply="124" id="2972817"

322 Replies 1,018,905 Views

The way I read the learning spells is you select your level 1-5. You can learn the spells according to that level. If you select level three fire and that is your only discipline, you can learn Burning Blade, Burning Hands, Pillar of Flame, Flame Dart, Focus, and Fireball. You would not have access to Summon Fire Elemental, Mantle of Fire, or Firestorm. You could possibly learn Inferno and Wall of Fire if you earn those quest spells. You would not be able to le

322 Replies 1,018,905 Views

[quote who="Souls-Stream" reply="138" id="2972999"]I don't think we need more "schools" or "books", books are already annoying, we need to put more spells in all existing schools and maybe have a degree of rarity like in MoM. (and Magic, yes, the card game) [/quote] I completely agree with not adding more schools. Life, Death, and the four elements are fine. Some would argue there is room for the arcane spells that are just generic, but I think you could fit

322 Replies 1,018,905 Views

Tridus--I think you and I agree. Give me the option to play stupid if I want, just because I might want to. @Souls-Stream-- Each color had 10 spells per level so 40 total per chaos, nature, sorcery, life, and death. there are 14 arcane spells. So there were 214 spells total.

322 Replies 1,018,905 Views

@tridus I played numerous games in MoM where I didn't use magic for a long time. On hard and impossible, MoM was pretty challenging for me--impossible was, well impossible without High Men or Halflings with Life magic. But just for fun I would try games where I selected only skills like Warlord, alchemy, artificer, and myrran with no spell books just to see if I could do it. Using magic early is always beneficial but to me it is risk reward, there is probably a

322 Replies 1,018,905 Views

I would also like to see some subtle global enchantments that change just a little bit a stuff but are just awesome, need some summons as well. Falling Star seems like a another big one, earthquake is pretty common. I don't agree that there has to be some type of counter. In MoM you could cast detect magic to see what people were casting, and then cast a spell to dispel something before it is cast. However, once someone had cast Call the Void and they picked you

322 Replies 1,018,905 Views

[quote who="marionesi" reply="123" id="2972806"]The problem that some player could avoid magic during most of the game and pile up mana to then cast 13 volcanos in the final stage may have some foundation. A possible solution would be to make Shards useful not just for magic, but also for other things in the game: i.e. one could build a mystic laboratory on a shard instead of a temple in order to use the power of a shard to increase research. Or, one could build a gate to accrue summoning poi

322 Replies 1,018,905 Views

Since I don't know the damage vs hit points ratio, I can't really say one way or another if the spells are under-powered. But on the surface, it seems if you are an archmage in a discipline and have a couple shards--you will be able to do a significant amount of damage. Blizzard, Firestorm, Storm, and Shockwave look like good mass tactical spells. Fire always seems to have the most direct damage, but the other spells seem to be pretty interesting. Like everyo

322 Replies 1,018,905 Views