Sanati

Sanati

Joined Member # 4128257
40 Posts 526 Replies 9,890 Reputation

The effect of number 1 is already present, you can lock down enemies quite easily. An enemy in melee range is a significant movement drain that pretty much stops the AI from trying to move anywhere.

36 Replies 18,968 Views

I haven't gotten maul on a champion yet but I've noticed that issue with many skills in the game, most of them monster spells (barb comes to mind), but when a hero casts sweep for example the effect plays out then the game just sits there for sometimes a full minute before applying the damage and moving on.

3 Replies 4,276 Views

This trait is supposed to add 10 initiative to the unit's first turn in combat presumably to make that unit go first in battle, but that's not what it does. It waits until that unit's turn normally comes up (which could be last) and then it adds 10 initiative during that turn which causes the unit to almost always go again immediately after (a double turn).

0 Replies 1,447 Views

If you select any unit on the field you will see a grid of 9 slots on the bottom with some of the slots locked out with an X. This is your unit limit. It starts out at 5 or 6 but then you can increase it with techs. Cities use the same limits, but the Xs don't show up for some reason so it looks like you can fit 9 in there right away, you can't. I thought it was pretty clear, but perhaps they need a pop-up somewhere in the tutorial that covers it in case somebody is looking el

5 Replies 2,869 Views

[quote who="Wizard1200" reply="7" id="3061848"]Yep, razing a city is too easy and im glad that the AI does not do it.[/quote] Monsters do. If you can get one to actually attack that is.

13 Replies 8,863 Views
Reply to Some concerns. in FE Beta

[quote who="CdrRogdan" reply="16" id="3061576"]Personally I find it annoying to have to wander back through my own territory to clear out enemies that have managed to spawn in the cracks of the unrevealed map.[/quote] This is exactly my point, you shouldn't be "wandering back" to defend your own territory, you should have defenses in place already to deal with this specific threat. You don't need champions or sovs to beat monsters, you can send the local garrison out to deal w

26 Replies 19,246 Views

So I finally got up the nerve to fight the boss of the Burning Lands wildlands, entered combat and... he wasn't there. There were many, many stacks of fire elementals and fire worms, and no boss. I killed them all and the after battle report said I killed the boss too and I got the reward. I'm guessing he had too many units attached to him and the game only let some of them in, before I fought him I checked and there were two full pages of units, 18 of them, which I'm guessing is

0 Replies 1,483 Views

When you finish the second stage of the coliseum you have the option to spare the guy and have him join you, but he doesn't join as a champion he joins as a standard unit with no equipment.

1 Replies 2,577 Views
Reply to Some concerns. in FE Beta

[quote who="Omnax1" reply="4" id="3061280"]Yes, but that is what makes game interesting. You explore, expand, till you can. And then go to war with AI with what you have got. You do not run Q forever, you do not clean monster lairs forever. That what makes every game unique and different, that you do not have everything.[/quote] It's not about doing the quests forever or cleaning lairs forever, it's about those aspects of the game always being present, where the borders of you

26 Replies 19,246 Views
Reply to Some concerns. in FE Beta

From what I read the point of FE is that you are dealing with both the environment and the other players, with a heavy emphasis on the environment. That's supposed to be what separates it from WoM. The environment stops being a threat once you spend a few turns clearing your little corner of the world out, then it's just WoM all over gain.

26 Replies 19,246 Views

Lairs don't appear to ever respawn. After a few dozen turns on even a large map with a lot of AI players the entire "player vs. the wild" concept disappears. A wildlands area might still exist if you can find it (they are too rare) but it will probably be on the other side of the map across 5 AI's territory. Lairs should be constantly respawning (much faster if they already are) and monsters from wildlands should eventually move out and start invading people and perhaps building more

26 Replies 19,246 Views

I'm getting tired of other factions walking right up next to my cities with pioneers and building outposts to claim resources that were well inside my influence. My own influence usually just pushes theirs away, but then I end up with another player's outpost inside my city since I have to stretch my spider city around it to encompass said resources.

2 Replies 2,650 Views

[quote who="Soziele" reply="1" id="3060629"]I disagree with most of this. I've found that Champions are on the overpowered side, a group of them mid-game with good leveling and gear (specifically enchanted/magical equipment) can sweep the map. The fact that you are seeing the same problem from the other side shows that it's actually pretty balanced and both of these examples are just strategies that work well rather than a balance problem.[/quote] The more I play t

31 Replies 26,060 Views

You couldn't preorder on the Stardock.com Store because it didn't exist until long after WoM was released. Edit: Impulse no longer exists, it's now just called GameStop.

14 Replies 8,661 Views

[quote who="Werewindlefr" reply="37" id="3060719"] Level 10, I can kill dragons in 2 blows with my main hero. And after looking at the sort of weapons there are in this game... well, let's say it can get MUCH worse. Medium/High level wildland creatures are really underpowered. They stop being scary after 100 turns/level 8. They become a chore at that point. Also, high-end weapons need a small nerf.[/quote] I'm not sure you are playing the same game a

40 Replies 19,501 Views

FYI I've found it fairly easy to find potions that remove injury traits so the idea of balancing champions by giving them injuries when they fall in victorious combat is sort of moot. You just wait until those traits become a problem then chug a potion.

40 Replies 19,501 Views

I would have to agree with most posters here. I feel forced to make snakelike cities everywhere to either connect resources so they can be defended properly or attempt to create a "wall" between impassable terrain. I think all (or almost all) current buildings should be sucked into the main city tile, but I don't think the buildable structures idea has to be totally scrapped. They could add a new type of building that works directly off the terrain where applicable that has to be built wi

67 Replies 154,132 Views

I don't think anything needs to be nerfed (except maybe fireball), the AI just needs to become more intelligent about leveling and preserving their units. I don't think I've seen the AI ever running around with a level 3+ normal unit because they don't seem to care about letting them die in combat. They don't seem to be programmed to farm exp like players, so their armies are always stupidly weak. Our units/champions aren't too strong, theirs are too weak, they have th

40 Replies 19,501 Views

Most tiles on a map have no yields, that is straight from Brad in another thread somewhere. Edit: https://forums.elementalgame.com/415319

33 Replies 22,097 Views

Spell damage isn't listed on the stats page for whatever reason. There are however many talents/perks that add +25-50% spell damage, and some equipment that does as well. There's not really any difference between melee and spell damage, for melee damage you pick +strength talents and gear, for spell damage you pick +spell damage talents and gear. The fact that it's not int talents doesn't really change the fact that you can still significantly boost damage through tale

17 Replies 10,257 Views