Double Strike is incredibly powerful, so I disagree that they are underpowered. Just use their small armies bonus in the beginning when you have few units anyway, at the late and mid game you should make big armies and ignore the bonus and just use double strike.
dday235
I don't like Ascian because she's a champion and steals xp from my sov. I'd rather have an escaped juggernaut who doesn't steal XP.
I was just playing Legendary Heroes beta and got a crash. Then whenever I load autosave it crashes again immediately when I click next turn. I tried moving some soldiers, crashes. Tried doing nothing but hitting next turn and it still crashes. It crashes straight to desktop. Here's the crashdump file and savegame if any QA people are interested. No idea why it started crashing, the AI is probably doing something naughty. Could someone else test the savegame to see if it also
[quote who="sharpxe" reply="22" id="3342821"] mana blast shoud deal spell mastery of hero as damage at same mana cost (1:1 factor) and possibly include level factor and fraction of 10% of total pool. This will make high level wizard with 200 spell mastery deadly and rookie with 30 spell mastery not stronger then soulspark. [/quote] This makes sense from a gameplay and roleplay aspect. It's silly when your henchmen and low leve
Mana Blast is OP I agree. I usually have huge mana reserves as I build scrying pools and always have a few conclaves. On Huge maps it's very easy to get large mana pools later on in the game, and then you can 1 shot everything with mana blast. Mana Blast would work if each character had his own mana pool and it was more restrictive. But because they have a faction-wide mana pool that is used much like a gold pool, I think it's impossible to balance a Mana Blast spell in
They are good for a couple of things: Governing your cities (reducing Unrest) Roleplay element (The reason I enjoy these games is due to the RPG element, otherwise I'd just play chess or mine sweeper) I level up usually 1 hero along with my sov and put the rest in my cities. Not because it's more effective, you really only need your Sov, but mostly because I enjoy hero units more than normal minion units. However heroe
I believe it's supposed to negate the bonus XP, not the base XP. The bonus XP being the extra XP awarded by modifiers. So you'll still get XP when winning battles, just not as much (if you had xp modifiers beforehand, such as Tutelage or traits).
Try making a Sov with +accuracy traits AND accuracy booster for his race etc. Then get lucky and get the Berserker sword (which gives you the maul ability). You can kill basically anything in 1 round that way. But I read that in an upcoming patch they will change the maul ability to take off 15% of your accuracy each hit, rather than -15, which may fix this.
There's 1 problem with it as well, I noticed in my game that my henchmen all got the mana blast spell, and were doing 500 damage a hit with it, basically 1 shotting dragons, due to my enormous mana reserves. IMO mana blast should be reserved for the sov, henchmen shouldn't get it nor other champs.
I remember this happening in vanilla and it appears not to be fixed in the latest steam version of Legendary Heroes either. Sometimes when clicking on a grid to move in tactical combat, the system chooses the wrong grid (an adjacent one). It happened to me just now twice in a row in a tactical combat area of the Shroud, I held my mouse over a grid and it moved him to another one above it, which is very frustrating. This usually also happens when fighting the giant
[quote who="FuzzyGold" reply="17" id="3339201"] I have to agree with lelovelady. Why nerf a feature that some of us enjoy. Taking away Timeless March was evil. If you don't like it, don't use it. If I can use it so can the AI. If we can acquire dragons why not cave bears and umberdroths? Beastlord is very powerful if you learn to take advantage of it but it does take some learning. And that makes it a valuable part of th
I think they should cap the "damage per level" aspect, so after a certain level it stops adding damage to it. That way it's not horribly overpowered at low levels (if it was just a fixed sum) but also not horribly overpowered at high levels (if it just keeps adding more attack every level indefinitely).
I find leveling my sov one of the most fun aspects of the game. However the fact that if I have other heroes in his group they steal so much exp sucks. IMO they should remove the exp penalty with having more heroes in your group. Early game they're pretty bad, and late game they are usually greatly outperformed by 7 man paladin or baron units, or even archer units. I end up just storing all my heroes in my cities and not using them, as it's not worth shari
I love the Beastlord ability but it kind of sucks early game unless you use save/load to prevent it failing at the first beasts you try to tame. If you get a Hoarder Spider at the start it makes a WORLD of difference, I could take even Deadly groups with just my sov and the Hoarder spider. It also saves me the frustration of losing cities in early/mid game because I don't have an army yet that can take the Strong/Deadly stacks of roaming monsters in my territory.
Yea I had it equipped while I was in combat. Tried it a few fights, and the ability never showed up. Was it maybe linked to the fact I had no magic abilities at the time? That is I made a pure warrior for my sov. I assume that shouldn't have an effect whether the Pike magic ability works or not.
I have a pike called Hummingbird Pike, and one of its abilities is to allow the caster to summon an Air Elemental in tactical combat. However when I enter combat, I can't find any summon air elemental option there. I checked the hotkeys and under items/spells/skills and nada (just my other abilities there).
The big golem in one of the new quests, he's called Maussolos, just stands still while I kill him. Done this mission twice now, same thing.
It's incredibly annoying when roaming monsters destroy your cities, which you've spent lots of time on. It just seems so cheap and random, sometimes you get these massive monster stacks that randomly move onto your city and then all your work goes down the drain + you can't even found another city on that tile anymore. It's massively frustrating. Why don't monster attacks just reduce the population of the city? It would be much more fun that way (IMO). I hate it wh
Wouldn't you be able to summon an endless amount of them though if you have that cap which you can buy before you start the game? The one which removes mana maintenance on the wearer of the cap. They'd definitely have to nerf that for summoning spells if they removed the cap on the amount of golems of same type you can have at any one time.
Well that kind of sucks, it means having champions in your army isn't really desirable until maybe late game IF you've leveled them up. Early and mid game they steal too much xp considering how weak they are at that point.
Just wondering as I haven't tested this yet. Do Champions still steal EXP but not henchmen? What made Henchmen a bit OP in the vanilla game is the fact they didn't seem to steal EXP like champions, but were similar in strength (outside of spell divirsity of course). Having many champions in your army kind of sucked due to the loss of EXP, took me ages to level up my Sovereign if I had a few champions with him as opposed to other units or henchmen.
I think they should have a perk later on in the last stages of the Summoner tree where it allows you to summon unlimited number of elementals of any type, but their mana maintenance stacks of course. I think it would be too OP early/mid game if you could do it, but if you've gotten to a sufficient level then you should be able to take the perk.
Ok but if you choose the "defender" path as your hero's profession, and choose the abilities that raise your defense "while defending". When does that defense bonus kick in? While you are in defensive stance, or when your army is attacked (like when you're defending a city)? Also IMO they should make these things more visible in-game, I had no idea that not attacking would put you into a defensive stance.
It says it leaves the user in a defensive stance. Does it only last 1 round or what? Does it affect the defender's (hero) defensive abilities which only work "when defending"? I'm not sure if I understand the "when defending" abilities correctly, but I assume it's when your army is attacked and only then.
Whenever I load a game which I'm playing (f.ex. when my beastlord ability fails :P), the game seems to slow down a bit. After a few loads it becomes really slow and the brackets around the units and cities stop showing. I then have to shut down the game and load it up again, after I load my game then it's fine. So it seems like there is some memory loss with loading the game.