I really like the idea of monsters hindering the city, rather than completely destory it. But as someone else mentioned, it may encourage over-expanding. How about when a monster attacks a city and wins, the city's level is reduced by one, and if that results in a city level reaching, it is destoryed. That gives early cities and high level cities some protection (especially if they are "protected" for several turns from repeat attacks by that same monster), while still making over-expandi
Naidrev
I agree that the Guard ability wears off too soon. I would like to to last until the Defender's next turn, rather than the units it effects. OR Have the ability effect the tiles instead of the units. It would "fortify" the tiles, giving any friendly unit in them a defense bonus equal to the Defender, and prevent enemy units from entering those tiles.
I completely agree. This is not just a problem with the Defender, and is even worse if you want to take something from the general tree. I find myself never getting to try out the mid and late-game class options. Three possible solutions: 1) Make heroes level up more frequently. Considering how weak heroes feel compared to trained units, this may not be that unrealistic of an idea. 2) Have more, shorter class branches that require certain levels to begin. Break the longer bran
The AI needs to be willing to accept agreements more easily. The reward for peace should be secure borders and helpful allies, through trade and research. But these require such high prices that staying peaceful is rarely worthwhile. You should not be punished for managing to stay on your neighbors good side. I've had instances where the AI would earn more money from a trade agreement than I would, and they still required an exorbitant amount of convincing to agree.
The fact that these units seem designed to die does not make them worthwhile or very attractive. I'd like to see their HP increased two or three fold.
I was very pleased when each faction got a unique attack and ability. I think one of the major issues with Elemental is how similiar all of the factions are. Granted, it is difficult to differentiate units when everyone can build the same units. Having different equipment types (chainmail, light plate, Tarth bows, ect) help, but I think a few simple things could be added to make the factions more interesting, while supporting lore and gameplay. I would like to see unit traits and buil
Schatten: I feel like that is how outposts SHOULD be used. But in general, you need a large amount of outposts in a game. That is a huge amount of resources to put into each one, and why they are so unappealing. I would really like to see larger borders on outposts so you can build less of them, and get more out of the upgrading.
I would like to see Wildland Allies open up their respective templates in the unit creation menu, instead of granting free units, similarly to how wargs and horses work. This could be balanced easier, and thus let the techs be gotten earlier.
At level 17, your hero should be that strong, especially against creeps.
I like that you have to choose right then and there. It forces you to act, and creates an important choice in the early game. It can even direct the choices you make for mid and late game, in terms of expansion, research, and resources. Thematically, the fact that they just appear fits with the wandering nature of heroes in Elemental; they are choosing to come to you. I have never gotten more heroes than I could handle financially. Between early gildar generating buildings and taxes,
I noticed this as well. I think it has always been like this. It is very frustrating.
In terms of leveling up non-hero units, isn't it best to have 2 heroes per army? That way the amount of xp given to your units is not reduced.
Haha, you should try it with the Wraith, who get a natural +30 to dodge. It is great.
Wait, people are talking about two different movements. Do you mean in the tactical battles, how doing an attack or skill does not let that unit move afterward? Or do you mean in the overhead map, how doing combat uses up all of the units movement points and they cannot enter lairs?
I sometimes use them, if there is nothing else to build. Change them all to use gildar instead of using a city's building resources. Buildings are much better than anything outposts offer. Also, increase the base radius of them by one! Blargh.
I completely agree about borders. Having the enemy be able to waltz through your territory is frustrating. But the reason things are this way is to enable heroes to explore the world. If heroes cannot go through enemy borders, they cannot do quests or get items easily. Sometimes quest objectives even spawn inside other factions territory. Considering how fast AI factions expand their borders, this is a very really problem if closed borders are implemented. I'd also like to
When I used a scroll, my air elemental summoned fine. There was no 3x3 grid, though. I could just summon it where ever I wanted to.
I think an easy way to fix this problem is to just fix the Propaganda spell. Right now it does not give a flat amount of gildar, but is based on your taxes. I personally have never had a problem with money early in the game, but I wish this spell worked like it was written.
That is funny, as a player that prefers small kingdoms, I was thinking that unrest was a complete non-issue and that it should be higher. As it is now, I can just set my taxes to zero and completely ignore it. Perhaps different government types that fit the individual player's playstyle is the way to go.
Pioneer and Outpost Feedback Difficulty: Challenging Faction: Custom Situation: I was going about my business, building up on a thin stretch of land. Resolin, who I was neutral with, sent two pioneers through my territory. One of them immediately created an outpost touching my farthermost border, completely cut off from their city and completely undefended. It was 24 tiles away from their main borders, m
Resolin get +20 dodge due to Wraith blood. Were you fighting them when you noticed all of the misses occurring?
Haha, I guess it was hard to believe Stardock would do that for a reason. Glad it isn't the case.
I love Steam and find having LH on it to be nothing but a convenience. I am really enjoying the game, as well.
I pre-ordered the original Elemental game. Due to its... shaky release, we were given FE and LH for free. That was always the case, and was never stated otherwise by Stardock. In fact, that gesture made me, as a customer, really respect and appreciate Stardock as a company. Which is one of the reason I am surprised by this sudden Steam sale. Stardock has always seemed very loyal to their long time customers.
The more I play, the more I am really enjoying swarm as well. It makes combat so much more interesting, having to carefully position units and cover your own units rear's. It also helps in taking down more powerful units but surrounding them, which is really gratifying. I don't think it needs any nerfing at all, as to do so would make it irrelevant. Also, once you get the hang of it, it is not that difficult to figure out what is going on. I think this is just a case of a new mechanic