The Ranger skill says it removes terrain penalties for the entire army, and I would say that Compasses would do the same, for Swamps and Forests. But currently they do not do so. I'm fairly sure this was not intended.
StevenRLynchAbundanceThatIAM
Currently the Ranger skill that removes movement penalty, and Compasses, one or the other need to be on every unit in a stack to get 1 movement point cost for heavy terrain. Is this intended?
Eliminating Movement penalty doesn't seem to be working at all. I got both the Ranger skill that's meant to remove it, and also a Compass that's meant to remove it for Forests and Swamps, and heavy terrain such as forest still costs two movement points.
I found that in the version before the pre-beta2 that's just been released, items that are equipped to your troops get put back in your inventory when they die. I'm not sure if this is only battles that you win, or whether the sov "calls back" items that the user can't use any more in all battles. =) I'm pretty sure that you always get all items back when a unit dies, but not 100% sure.
Yes, there are only about 10 or 15 (approx.) skills in each individual hero's tree, and even though there aren't many of them, some of them still manage to be underwhelming. I think for the game to be a success, we need much expanded and worthwhile skill trees for heroes, and a level cap of no less than 20, although even if skills run out I still think it would be best if you can level up beyond that and get some extra HP etc. each level. In a game with heroes, you can
We are encouraged to make a stack of doom and yet our heroes can only level up 9 times? That doesn't sound very good. Why not just make a bigger skill tree and allow HP to accumulate for extra levels?
I wonder how the intangibles will go for the Tyrant? Cruel, very cruel or massively cruel? ;-) Who's heard of a compassionate tyrant? =)
Although when you use a Sov spell, it doesn't show the difference in cost (free), and even though the spell is free, you can't cast it unless you have the normal amount of mana. =)
He used to work for SD, then he left amicably to go his own way, and SD has been helping a little in promotion of AtG.
Some of these bugs go back even further than LH. Frogboy seemed surprised when someone posted that old bugs were still there in this version. Time to fix as many of them are fixable I think, and then tell us if there are any that are problems with the engine itself (hopefully not too many). But we'll have to see how it goes. It is a bit disheartening, especially for the bugs that have been there since WoM or FE.
I agree. NO battles should be auto-resolved if you have auto-resolve limit set to 0 or 1. That's the way it was in LH, and with the great increase in damage/HP ratio, it is even more imperative that we should not have the option to fight manually taken away from us. After all, is this not a single player game when no-one else is waiting?
I think things are going well - out of all the things that could have gone wrong, only relatively minor things have, and the world economy hasn't crashed yet. We could have had several new wars at a minimum. The media always loves fear-mongering, and they've had to scratch and exaggerate wildly recently to even get any mildly serious bad stuff. Then, it helps that the only mainstream media I get is on the radio. ;-) I wish you all love and caring: read: I wis
SK, which has a relatively smaller trait list for heroes currently, had to fix this bug. It would be good if this SK bug-fix gets back-ported to LH.
Hmm, I don't think it would be too good if the game was basically over, say halfway through the counter rather than the full way through.
I think the key should either drop on the ground, or some note that starts a quest. That would be a fantastic way of dealing with it. =) Maybe if the lieutenant dies when attacking a city the key should fall on the ground (or it should be given to the player like any other reward from defeating something), and if the lieutenant dies from a shard or from outpost or town fire then a note falls on the ground which starts an interesting and reasonably involved quest. Being abl
I agree with Thormodr.
I think it is most likely that there were other armies that appeared on the square the turn I defeated the SK. But there is a small chance that the Kill spell used to kill him didn't trigger the death thing properly. It's one or the other most likely. Save game after SK killed, game still going... https://www.dropbox.com/s/a16v3a9max3ybxo/SKKilled.EleSav?dl=0 Save game just
Hmm. I can understand the difficulty of this situation. I'll see what develops.
Well, if you want to be flamed, it will definitely be arranged, but not by me. You make valid points. But I don't think the graphics scheme can be changed at this late stage, but a fair amount of ruins etc. could help the situation. And I agree about having in-built basic garrisons.
Frogboy said that if they ally with you, they will attack the SK on their own. If they ally with the SK, they will attack you on their own.
Were you able to fix the Amulet of Sorcery giving free spells (-130% Mana Cost)?
One quest I didn't like much was the settler quest - when you say you would like a pioneer to go settle another spot, the player's writer says how useless people in this town are or somesuch, and it was totally unexpected. I see this as being nasty for no other reason than you know you are going to get away with it. I haven't tried the other options of this quest, but I think all of the choices in this quest should have fairly neutral or positive text, because you are
I agree with the previous post. Especially the bit about "gotcha" quests - there shouldn't be very many at all of these. For me, none would be preferable.
So, what day is the first update coming out? And will the minor factions be functional in this update beyond "give me some archers or an item" every 20 turns? That would be fantastic!