StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

I think it would be a good idea to use Intelligence as a mana cap per season (say 3 x Intelligence in mana cost for starters), provided we can choose who casts a strategic spell if more than one hero can. (Of course some tweaks could be made if there is a long-distance Wizard Sov.) And no more extra XP from Intelligence. What do others think about this potential change for Intelligence?

10 Replies 3,756 Views

So you're saying that probably XP should be divided up equally to all survivors of a battle, champion/sov or army stack. I think that would be good and fairly balanced, although we could test it. =) Brad/Derek, would you be able to allow us to test each unit, whether champion or army stack, gets an equal split for surviving and winning a combat? (Before the increase of XP by Intelligence stat.)

9 Replies 3,105 Views

I bought 10 copies, for me, all my close family and a few friends. It's not often you will get a license for such a quality program for less than 7 bucks!

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Yes, because Con bonuses apply for *every unit in the army stack*, whereas Champions only get an HP level-up increase for 1 unit. Once champions don't get as much bonus when people are stacking them, it is possible that army stacks will become a lot more competitive. Heavenfall, are you saying you'd still like champions to get more experience from the split they get (ie. as currently)? If so, I think I'd probably agree with you.

9 Replies 3,105 Views

Do people know if the artificial divide between how much experience a champion compared to an army unit gets will be removed? For example, I think currently army units, in the same fight get less XP than champions/sovs in the same fight. Will this be changed when XP gets split evenly between all surviving winners?

9 Replies 3,105 Views

Maybe, the living artifacts you have equipped gain experience equal to the experience the hero gains, but the amount is always divided equally among all living artifacts. So one living artifact would get all the experience the champion gains. With two living artifacts, each would get half of the experience the champion gains, and so on. So you could level up more than one living artifact at a time, but it would be slower. And no micro (although you could still check li

4 Replies 1,839 Views

I was able to use the patches, even though I installed it to a different drive and directory structure. So I guess it's just one of those things. However Stardock should be able to help you out. =)

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Resist or not would be easier, but partial resist (at least for damage spells) would be better IMHO. What do people think about using Intelligence as a mana cap per season? (Not the intelligence value, maybe 3 times intelligence in mana costs, provided those tactical battle mana reductions are removed?)

23 Replies 102,293 Views

How about if items equipped on a Sovereign or champion could gain experience? So when a champion gains experience, they could choose to put a percentage of their experience into one or more (must be) equipped powerful artifacts, or keep all the experience for themselves. This is a slightly reworked version of the concept of living artifacts from King's Bounty. Mages could craft (at a balanced cost) or start with (for those already with Path of the Mage) a special artifac

4 Replies 1,839 Views

I think it would make spell resistance much more useful if instead of only affecting non-damage spells, it would partial protection from damage spells. Maybe for each point of magic resistance, you get 1% reduction in the damage from damage spells, and damage suffered by a unit by a certain type of damage is Full damage x (1 - Damage Type Resistance %) x (1 - Magic Resistance %), rounded down. If a unit is 50% resistant to fire and has a 20% magic resistance, then damag

23 Replies 102,293 Views

Heavenfall - yes I know that Dungeons in WoM had heroes you could rescue, but I am talking about a specific hero, in a specific dungeon, with specific ways of rescuing, including paying certain resources, or having other requirements including right stats, champions, traits, spells or techs. Although there could be some randomness with the Dungeon, like the same quests have easier or harder difficulty in the base FE beta based on what enemies you get.

9 Replies 3,304 Views

Have people heard of groupthink? We humans are succeptible to it. One person gets an opinion and then lots more follow the lead. Pretty much all games start off with only potential - I don't think there are very many games that are great right off the bat, very first iteration. And there are still up to 22 more versions of FE before the release v1.00. However if we give up on it now, guess what? The potential will almost certainly not be realised.

39 Replies 121,571 Views

From my post on the Enemy Champions Thread: I like the idea of hiring champions from a city or tavern, the way HOMM does it - and as quest rewards would be great too. And in HOMM, you can also rescue heroes from prisons - maybe in FE a hero could have been captured and you have to beat a powerful entourage - and this would require other balancing to make sure that 1. the guardians are tough (can't be wiped out easily), and 2. the hero reward is worth it. Maybe the mons

9 Replies 3,304 Views
Reply to Enemy Champions in FE Beta

I like the idea of hiring champions from a city or tavern, the way HOMM does it - and as quest rewards would be great too. And in HOMM, you can also rescue heroes from prisons - maybe in FE a hero could have been captured and you have to beat a powerful entourage - and this would require other balancing to make sure that 1. the guardians are tough (can't be wiped out easily), and 2. the hero reward is worth it. Maybe the monsters could also be paid off with a high amount of an

41 Replies 32,505 Views