[quote who="Alstein" reply="49" id="3358285"] I think Admin III change is an overnerf.[/quote] I agree. And I feel like this was done specifically because of the Altarian henchmen. When you can mass produce champions, any city-wide effect is over powered. Henchmen are too strong anyway, and make normal champions feel cheap. I would really like it if they could not gain champion traits, and just started with their basic abilities and spells (which are already very good).
Naidrev
Right, the traits I mentioned would only be for units, and not champions. Honestly, I don't see a problem with champions being able to wear chain and heavy armor without an initiative penalty. Unlike units, champions have to be a certain level to wear those, and require the use of a trait slot to get them. Heavy plate also requires chainmail to get, so they balance themselves out.
Cwg9, my problem was that I was using mixed armies. The heavy armor troops just sat there while my faster troops rushed forward to deal with the enemy. The alternative was to just keep passing my turns until the enemy army walked up to my heavy armor troops and attacked them. That isn't very fun or balanced. And if the only way to use heavy armor effectively is to rely on counter-attacks, there is a problem. If requiring a trait is not enough of a balance, here is another
I finally got to a point in a game where I could build heavy armor and give it to units. I can't help but notice that the intiative penalty from heavy armor makes them slow... very slow. Slow enough that my leather armor units, and most monster units, can attack two or three times between their turns. When my heavy armor unit gets hit twice as much before it can strike back, or worse never even makes it to the battle front, it makes heavy armor seem very unappealing. Considering it requir
I have a radical change in mind that I'd love to get people's opinions on. Completely scrap the spell spheres, and the entire General trait page (because without the spell spheres, it is useless). Intigrate magic into every class tree. The basis for the idea is that your sovereign, and to a lesser extent the other champions, are supposed to be channelers. Magic users are rare people gifted with immense power. That is what makes them different from normal, buildable uni
I agree, heroes should spawn in the capital. It regards to mqpiffle's concern, I would really like it if you could store equipment in your city (even better if all cities could then access it the next turn).
That has never happened to me. What OS do you use? Are you playing windowed?
Yep, that is the Kraxis racial ability spell. Put them down fast before they start getting money, or they will be a pain in the butt. edit: In regards to how the spell works, I do think it should be reworked. I've mentioned before that I think it should cost more gold based on the level of the city. Or perhaps a city enchantment that, if not dispelled by the end of the turn, takes over the city. SOMETHING that lets you prevent it. And there should definitely be a popup telling the
I enjoy FE's tactical combat. It requires planning your unit composition, you can design units, there are heroes to turn the tide of battle. But my favorite thing is that it is fast . One of the design decisions of FE's tactical battles were that they be quick. I love that decision. Battles are exciting without being boring, because with the amount of combat in the game, that would get old very easily. I can still enjoy controlling my units and seeing them in action, too, whic
Very excited about that change.
I agree. All abilities that are not given by the General magic sphere branch or the Mage branch should not cost mana. I never use soul spark because of how expensive it is. Yesterday I got a hero with a chaos (or something) ability that cost 150 mana. These do not scale well, and are largely useless.
The difference is that Abeix was by himself, and Vetar had multiple units with him. The game gives much, much more experience for defeating multiple units than it does single unit battles, even if the single unit army is much stronger than the many unit army. Just another imbalance in the exp system.
This from the man who brought us Ozzy Faber.
The EXP system is infuriating. I am sick of fighting medium difficulty enemies with my medium strength army, and only getting 3 or 4 exp per unit. If I am fighting an enemy equal to my level, this implies an average challenge. I should be getting an average amount of exp. If 4 exp for a level 5 hero is average, the system is broken. OP's problem is an extreme symptom of a much more insidious problem.
If you are going to add quest markers that replenish, why not tie them to city buildings? Instead of trecking out to an inn or workshop in the middle of nowhere, have certain buildings in cities trigger quests. A pop up could appear indicating "Rumors abound in the city of _______", and this would enable to a new option to heroes stationed in the city called "Investigate" or "Quest". The difficulty of these could be tied to city level or building improvement level (workshop to mason, for exam
If you have trade routes with them or an alliance, it makes sense to know what they are building. I suppose an open border agreement with actual visual range on a unit would also be logical. Otherwise, you should not be able to see what another faction's cities are making.
I had no idea this was a thing. It is nice to know it exists.
I would still like to see Wargs and Horses a split on the tech tree, instead of needed horses to get wargs. They seem to be fairly balanced against one another right now. Since they are harder to find on the map as well, having to get a potentially worthless tech (horses) to get a useful one is frustrating.
Thank you, Parrot. Is it possible to just flat out change what mana type the Graveyard gives? I could just change files whenever I manage to get it in my borders. I went looking for the file myself, but all I found were the art assets and the Hiergammon (sp?) entry.
I recently conquered the swamp lands as a Kingdom, and quickly built a city near the Flooded Graveyard. It is Death mana, but Death mana shards always converted to Life mana, so I assumed I could use it (especially as there is no Life mana wildland). Imagine my disappointment when I found out that it did not convert to Life mana when it entered my borders. To the Devs, it would be nice if when the Flooded Graveyard entered a Kingdom border, it became "Sacred Graveyard" or something, g
Anelyn, most of the things you responded to are one or two months old. Almost all of stuff from those old posts no longer applies. In regards to the comments you made to my most recent post... The surviving trait I mentioned was, as I said, best for a commander. But even if it was given to a defender, the key difference is that a) the defender could still be severely hurt, and b ) it would not be an activated ability. It is a safety net. Summoning in LH has already been admitt
This post is for 0.87 . I posted bugs in another thread, so this is just ideas I had while playing. Outposts: It would be nice if when you built an outpost right next to a resource, it created a fence around it (like in cities) so if an enemy attacked the resource, they would have to contend with any units stations in the outpost. This would make them a little more useful, and encourage keeping outposts manned. Have Summon I, II, and III effect current summons.
When using the healing spell, your units sometimes make the same sound as when they get hit. Not a serious issue, but it calls into question how healing magic works... More seriously, I was exploring the Ruin of Summer's swamp area, and moving to one of the lairs I had to clear did not result in a reward. The attached save has my army right above it, and moving into the lair only clears it. https://www.dropbox.com/s/h3fe96caxn1saz5/Prot.EleSav
I have the same problem Darxim mentioned. It doesn't matter if there is a road over the river or not, path finding frequently does not let you go over them unless you directly click on the river. I feel like the devs were deciding on whether to make rivers impassible or not, and updated the path finding code without actually making them impassible.
Important game mechanics like road building should not be options. But heck, technically the "option" is already there, in that you could make a mod in which a unit called "Engineer" had the road building talent.