Sorry about that. =) I just thought that it was a bit related to "weapons that level". I had been thinking about sharing a few ideas I'd picked up, and as it happened I talked about the ideas in your thread, and rather than put the whole post again, I linked to your thread. I agree that it would be good if the Sword of the Sovereign had a little more attack skill, or at least some unique ability that the broadsword didn't have. =) Best regards, Steven.
StevenRLynchAbundanceThatIAM
I agree in the case of battlefield chests that they don't really fit Elemental that much. =) Best regards, Steven.
(Currently weapons and armor aren't currently picked up when you win the battle, but I guess treasure would be though.) A lot of good stuff there apart from that one. Of course not every idea is relevant and likely to be implemented. =) Best regards, Steven.
Here. [e digicons]^_^[/e] Best regards, Steven.
This is a very simple, elegant idea. I hope the devs consider it. [e digicons]:thumbsup:[/e] It could tie with the idea that the first of the population you put in your studies/arcane labs etc. is really suited for the job, and as more of the same building is built, more people are needed to get the same output. =) I know it doesn't really count for global, mobile population, but you could liken it to lots of people in the same place doing boring work
Yeah, there a definitely bugs in the system. I'm sure they will be worked out when everyone comes back after holidays. =) Best regards, Steven.
Yes, I'm not worried. It's hardly critical. [e digicons]^_^[/e] Best regards, Steven.
https://forums.elementalgame.com/400968/get;2831701 Best regards, Steven.
Here are some ideas, mostly drawn from the new King's Bounty games (and one from Battle for Wesnoth): http://sourceforge.net/projects/fheroes2/forums/forum/335991/topic/3948917 Talent Trees: http://sourceforge.net/tracker/?func=detail&aid=3112477&group_id=96859&atid=616180</
There is no guarantee that there will be only one more 1.10 beta patch. I did not say that I though it would all be hunky-dory with one more beta patch. I think if 1.10 needed longer it would get more beta patch/es after the next one, before the final 1.10, after all, 1.10 is very important to win people back. Anyway, it is quite likely that not 100% of all issues will be fixed, but there is a lot riding on a good, stable 1.10 and I think Stardock would go for a longer
It still appears in my Impulse, at 1.97 GB. Maybe it still appears if you have already checked before and found it? Anyway, there is definitely a bug in the system, as the whole *game* is only a bit over 2 GB. Best regards, Steven.
Yes, why would ordinary units have so much magical resistance, especially when the high level offensive spells cost so much mana? [e digicons]:maybe:[/e] I'd much rather resistance be a special ability that only applies to certain monsters or at least only apply to regular troops at a much slower rate than currently. What do others think? Best regards, Steven.
Beta? A beta version is allowed to have more bugs. I don't think the final 1.10 will have a huge number of bugs. Best regards, Steven.
I'm getting the update available but it says "1.89 GB", so I think there must be a problem somewhere. The minor update can't really be almost as big as the full game... Best regards, Steven.
You need to turn the "pre-release" option off in Impulse, download 1.09e, turn on the "pre-release" option, restart Impulse and you should be able to download 1.09n. You can't download the beta until you have the previous 1.09 version installed already. Best regards, Steven.
Good point. Best regards, Steven.
I totally agree, and I think a lot of others do too. What do other people think? Best regards, Steven.
Good point. Bows are a *little* ;-) overpowered, especially if you get them early. Best regards, Steven.
These issues need to be fixed for the final 1.10. Best regards, Steven.
Considering that a lot of other concepts were changed or re-imagined in 1.1, I don't think it's beyond imagining that the devs, including Kael, would reconsider the Disciples 2 different mana types example. [e digicons]|-)[/e] Especially with the possibility of a city mana conversion improvement. [e digicons]^_^[/e] Best regards, Steven.
Having Bows at the start is a little overpowered, anyway. It may be that the Master Archer ability will be removed at some stage, but that is just a guess. =) Or they may make it so that the Sovereign and Heroes can get Bows early but have to wait for later techs for regular troops to get Bows. That would provide an advantage but not be so overpowered. Best regards, Steven.
Me too. [e digicons]^_^[/e] Best regards, Steven.
How about you can have saved custom units that you can load in any game, but ones that are the wrong race or that you don't have the right tech for are listed in red text in the Design Unit list with the text why you can't build them. Only units you have the pre-reqs for would show up in a town Train dialog. What do you think? Best regards, Steven.
Having different mana "resources" also opens up the door for special items that use or give specific type/s of mana (or both! how about a converter of mana? - less than 1:1 of course!), and quest rewards of one or more specific types of mana. [e digicons]:grin:[/e] Best regards, Steven.
Btw: an aside - it's cool that you can now get loot other than gold now. [e digicons]:thumbsup:[/e] But it certainly needs to be toned down a little, as loot is currently doubled or more. ;-) Best regards, Steven.