I have not gotten that one yet, but I really like the random events. I hope there are more of them added.
Naidrev
In regards to number 7, the algorithms for how and when the AI offers or demands seems to be pretty wacky. One turn, a neutral faction offered me a trade route if I gave them 77 gildar. I accepted, but ended up save scumming due to a death and reloading right before that offer. It popped up again, but this time they were offering me 50 gildar to open up a trade route. Don't mind if I do, Mr. Magnar...
I got LH for free due to buying Elemental when it first came out. But I can understand your feelings, OP. To reward all of the long time fans with a lower price, and then within a few days of release offering that same deal to anyone, is pretty disingenuous of Stardock.
Part 2! Rather than keep making new posts, I will just update this one. I had another long play session. Here is what I came up with. Suggestions Heroes feel really weak. Now that acquiring them is more controlled, it would be nice to make them feel like the heroes they are. Leather armored units with a tier two weapon in groups of three are so much better at combat. It is not satisfying. Drastically lower the cost of items at shops with
I don't think it should be gotten rid of. It helps make unit placement matter and adds more to the strategy of the game. Perhaps to tone it down, have defending units be immune to it? But adding things like that may make the mechanics of swarm even more confusing.
I thought the Devs specified that swarm did not do additional damage, it only increase the chance to hit. edit: It lowers the target's defense.
Just brainstorming an idea: Make the Commander's unrest ability a spell that is target-able . Call it "Influence" or something, and let a commander cast it on one city. If it could not take up an essence slot, even better. That way the Commander can go about leveling AND still lower unrest in a city.
I've been playing for a few hours, and I had some thoughts , suggestions, and possible bugs to report. Suggestions The building placing sound is a bit loud and awkward. It fit a bit better when you chose where to place buildings, but now it just sounds odd. I am not sure what sound you were going for with it. Move the Commander hero to the back row. They are great in the back giving orders and moving in later. They are not designed to take hits well.
Because spamming outposts is the problem, and making it easier to create more of them would not help. Fewer, but more effective and costly outposts would be better. It would also create more clear-cut targets for war.
Thanks for the video! I am really excited about the leveling system for heroes. I hope this gets a lot of love. The more fun options, the better. I know many players think that the sovereign should be stronger (and better at magic) compared to normal heroes. In regards to this, I would like to suggest that the sovereign be the only unit that can choose schools of magic and get access to lots of spells. I think other heroes should be able to choose individual spells base
So... wait... This is DLC? We have to pay extra for this? I assumed it was making up for the fact that there are only 6 or so maps included with the game, and thus was free.
This is great news! Map generation is what I think needs the most work right now. I would really like to see more choke points and defined territories, with less square areas and bigger lakes. But if that cannot or will not be done, I am glad some hand crafted ones will be made.
Is it possible to simply edit a faction and sovereign, instead of having to remake them from scratch? Every time new abilities come around, I have to delete everything. [e digicons]:\[/e]
I would love border agreements, too. Or at the very least, when someone enters your borders you don't want, add a third option that says "Don't enter my borders again anytime soon! (Cannot enter borders for 15 turns)".
You just perfectly summed up all of the problems with the spell system. That was great. I don't even have anything to add, I just want to comment on how much I agree with you. Devs, please listen to this post. The magic system is the system that needs the next big tune up, and this post tells you what needs to be worked on.
I am glad those last few points are being discussed seriously elsewhere. They are pretty important. Any comments on the UI stuff? Essence and city specialization add a lot of new mechanics that many aspects of the UI does not take into account.
I have played several games, and started and never finished countless more. I wanted to make some suggestions to make the game easier to understand and play. Most of them have to do with the new way city enchantments are handled. In the Enchantments tab, it would be helpful if the enchantments were listed alphabetically by city. That makes handling large amounts of cities easier. Right now they are listed by the order in which they are cast, which does not help v
All right, that makes sense. Perhaps down the road in a few years, they can use the Elemental engine to do more once the average computer is better... [e digicons]:inlove:[/e] edit: the same trodden-down fantasy races you'll find in this mod. Classics are classic for a reason. [e digicons]^_^[/e]
I mentioned this in another post, but I think outposts should be severely limited to certain areas only, claimable just like any other resource, but you need a settler to do it (instead of ZoC). This would create a large zone of control that lets you claim all the resources in it. In regards to point #1, it limits outpost spam and leaves large parts of the world just for quests and travel. For #2, it creates player owned zones similar to the Wildlands that players can fight ov
I have never seen this before, and it looks really good! But you know, it also makes me angry... When questioned why all normal races in FE look the same, and why dwarves aren't short or whatever, the devs always said it was because they didn't want to have to design unique armor and races for each race, and that it would require loads more programming. And yet you've managed to create at least SIX distinct and unique-looking fantasy races.
I agree with these changes, except for the initiative queue. All of the other important information is on the bottom, and that seems to be the norm for most games. It is also very intuitive: remove the last person who went, and the rest fall down to fill in the space.
I've never really seen the benefits of having the variable numbers of parties in the game. All it does is make the game more difficult to balance. This is very true. It always makes me wait to really start building an army until I can build groups. As parties and whatnot cannot be upgraded to groups, everything before groups seems worthless. I'd love to hear from a developer on this topic.
Perhaps a silly question, but how do you rotate the camera left and right? I also agree that less-straight coastlines would be visually appealing. ...Also, more choke points, please.
I love Steam. But please, PLEASE make sure you have an option to play offline, even if I did not remember to select "Start In Offline Mode" . What I mean is, if I am uses Steam, and suddenly I lose Internet without toggling the "Start In Offline Mode" option, please let me still run FE. Some games let you do this, and some do not. That is the only problem I have with Steam.
As it stands now, it seems like the developer's original idea was "The player has to defend their borders, so you can go wherever you want." But then they realized this was not very fun (and frequently frustrating) and reached an internal compromised that "Well, the player can make them leave if they want to, but we still really like the idea of having to defend your borders." The problem is that this just creates needless busy work and is not fun. Devs, you cannot have it both ways.