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?
StevenRLynchAbundanceThatIAM
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.)
I'll split the topics, one for magic resistance providing percentage reduction in spell damage, and another one for intelligence being a mana cap.
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!
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.
I like your ideas, cephalo.
Yes, personally I would prefer magic resistance always gives a % reduction in damage from any magic spell.
I would agree with Alstein.
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?
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
I like it!
And also a lot harder to implement. =)
I think outposts definitely shouldn't be able to be built in other's territory. And if there is an enemy outpost, you should have to destroy it before you build another outpost near there.
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. =)
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?)
Yeah I guess. I would be happy if all spells could be resisted completely if you pass a magic resistance check.
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
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
So Stardock, can you fix all the relevant tags so that weapons can appear as random drops, as they were obviously planned to be?
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.
Instead of being able to train even the most well-clad fighters in legendary armor and weapons, how about the cost of Call to Arms is related to the Production Value remaining of the first unit in the queue? So for example 20%, or whatever turns out to be a balanced percentage (rounded up if a not a whole number).
What do people think?
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.
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
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