I'm seeing this as well. I thought I had just forgotten what the numbers meant though because seeing a 7 on my catapult did not compute. I didn't think it was actually bugged and creating that many of them.
Sanati
Horse leather?
So AI sovs can pick as many classes as they want, pick traits from any tree, pick traits that don't exist for players, and get duplicate traits. Just fought Ceresa who was a Mage/Defender/Commander, with double Strength (or whatever +20 weight generic trait is called) and Revenge (which I'm seeing on like every enemy sov and champ). She had absolutely no focus, only 1 trait in each tree at level 9, no cohesion, came at me with a sword, died to a few basic spearmen.
Well it certainly makes that +25 exp spell more useful. I've resorted to spamming that as often as possible. It's closer to 50 exp per 200 mana with the general +exp% traits.
More loading within a game errors. I don't like AA so I have it off, and I'm nowhere near running out of memory, but this happens to me all the time when loading quicksaves and autosaves while playing.
I wouldn't be surprised, you can do that with a lot of other buildings, even like monuments in some situations to get crazy high influence areas.
There's supposed to be balance between few cities and many cities. That balance is supposed to be that with many cities they are each less effective due to unrest, so you can have many less effective cities (still useful) or fewer cities that are 100% effective. The fortress upgrades that reduce unrest remove this balance, you can have as many cities as you can fit in the map all at 100% efficiency. It defeats the purpose of the system IMO.
[quote who="Stupidity10" reply="3" id="3337261"] there's no way to balance unlimited summons though.[/quote] There is. Upkeep costs, the way every other game does it.
I think some of you are missing the point and only looking at the super high numbers. Treasury vaults are overpowered the moment you build them. The snowballing starts with much lower numbers, tens and then hundreds, but that's still enough to cover all your expenses and suddenly watch your gold grow more and more rapidly every turn. It might take a long time to get into the millions, but that's not the point, because the moment you build one you can pretty much start ignoring your ec
I'm not seeing this. It might only show 2 traits but one is likely a stacked trait, like I got the swordswoman champ who had increased counter damage I and II in the warrior tree but it only shows II on the recruit window.
I agree wholeheartedly, the game fails miserably at the summoner mechanic. The one summon per spell limit kills it outright. People don't play summoners in fantasy 4x games to have 1 of a few crappy summons running around the map, they want to summon armies. If I have the mana and want to summon an army of 50 ice elementals to defend my cities and attack my enemies, let me. Increase the upkeep or upfront mana cost of the strategic summons if needed, but we need to be able to summon lots o
Hence "correct" cities and "correct" upgrades. You have to build the right balance of towns and forts, towns to increase food in all cities to grow them rapidly, and forts to erase unrest. It doesn't have much impact either way, 30% unrest is pretty much nominal if you have 20+ cities. I think some people are misunderstanding the unrest mechanic and trying to avoid all unrest at all cost, when really it has very little impact until it starts getting into the 80%+ range. 20 cities
I can't figure out the pattern, if there is any. I sometimes get more exp for killing a few mites than a group of ogres and skeletons. All in all the exp sucks horribly and after like 3 hours in each game I've played my sov has only gotten to like level 6 or 7.
[quote who="SBFMadDjinn" reply="17" id="3337138"]So yeah, there's a computing cost (AIs+you making upgrade choices/calculations) and a dev cost (teaching the AI to do it well).[/quote] I don't understand your point. It already "computes cost" when you use the current upgrades or build a new unit. There's probably more computation going on right now when it tries to decide what weapon or armor is an "upgrade" for the unit.
Basically the system is currently pointless and can be completely countered allowing unlimited cities so long as you build the "correct" cities with the "correct" upgrades.
Because they are different spells for different situations. The tactical summons can be spawned anywhere on the map instantly and some of them have spawn effects, it's a pretty useful tool in combat. You can also use the tactical summons when you have a full army, or you may just not want to pay the upkeep.
I know it was possible in FE, with the way the system works in LH I didn't think it was any more. Not sure if it's a bug or some rare quest reward, but I just saw an enemy sovereign that was a warrior/mage, level 8 with some traits in both trees. Was a custom sovereign I created earlier today if that makes a difference.
Ya I don't like the upgrade system as a whole at all. I'd rather they get rid of it and just allow is to upgrade to another designed unit on our list. There's no control right now as is, so I just don't bother with it. Disbanding and training new units usually ends up being less of a headache.
Guarded Strike needs to do 100% damage IMO. Even on a defender sov with all the +def while defending traits it's not a very useful skill, it does a lot less than half damage usually because of the defense mechanic, it's barely better than just passing your turn, and in the situations where you might need to defend with a unit you are usually better off having them run away first. Double Strike and the other weapon skills need some work, currently I think all of them convert al
I like the change, previously movement was too powerful. I agree that after battle you should end up in the target tile though, and get the loot.
Autosave is saving between turns, after enemies move but before they attack. Meaning if you load an autosave your turn begins and the enemy never attacks. If you set autosave to 1 you can literally reload every time you are attacked to make it never happen, it is currently impossible to lose the game like this. Autosave used to save before your turn ended, so if you reloaded an autosave it would be at the end of your last turn, I don't know why it was changed, but it's broken now.
Custom faction with wraiths, lucky, and the pariden monk staff trait. 5 damage weapons suck though.
I love the idea of outposts, I like the fact that they can be upgraded, I just don't like how it's handled or the fact they are so vulnerable. They were compared to GC2 space stations when they were last updated, but I really don't feel they deserve that comparison. Outposts should be able to defend themselves like GC2 space stations, when freshly built they should be capable of defeating weak monster spawns, and eventually upgraded to be a tough fight for any army. They should be
One of the low level human enemies, I think it's the syndicate guys with clubs, have way too much health for their level. Like a group of three of them have 50 health or something, this is a weak low level enemy you fight at the same time as enemies with like 3-10 health, and gives about as much exp.
Seems like every game update they remove more spells instead of adding to them. Maybe they expect everyone to use mods to make their casters effective at all levels and with all elements.