Ereog's Token is great against Wildland Bosses that melee. Try this combo - strong enough Sov to take one hit from Wildland boss, Beastlord, a few Bears or Cave Bears, plus a decently powered Slow spell (although this last one might not be totally necessary) - dead boss.
StevenRLynchAbundanceThatIAM
To me, the manual was downloaded when 1.0 was downloaded.
Still, it is a reasonable request to allow the special equipment to be bought by heroes, even if it can't start with the Sov.
Seems a potentially risky way of trying to fix a problem that could be fixed simply by allowing a default front/middle/back setup that is customizable outside of battle mode.
Negative enchantments never show up in the Enchantments list, but you should get a message about which city it was cast on, and you need to use Dispel Enchantment on that city. If there is truly no way to dispel it, that should definitely be changed, but the biggest issue is that the UI doesn't effectively show negative enchantments.
Sometimes the best ideas don't have many replies, because the majority of players just agree with it. =) Don't be too worried. =)
Wouldn't the AI be getting constantly whacked when attacking banshees (since they always use auto-battle), or do they avoid them as a matter of course to let the player take care of them?
Yes, if it had just two phases - one for Monsters and Ruffians/Denizens of the Wildlands, and one for all player AIs, then I agree that that would be the best compromise of all. It would mean that the two monster factions could not attack each other easily, and player AIs might sometimes cross paths, but it would keep the player AIs from getting ignored by the Monster AIs.
Does your hero have an item with Maul? I think Maul items for hero player units currently make the AI take over the movement and attacking (and I think now) also prevent spellcasting by the AI routines that control that unit.
It could also be that they don't have chain proficiency (and then maybe plate proficiency).
Maybe the release today/tomorrow thing is about time zones. AFAIK it is getting released on May 22, but that is Michigan time.
But we also want them to make more Elemental games, don't we. ;-) :P =)
The air elemental used to be able to fly onto non-ground squares during battle, but they took it out. I can just see human players staying safe in the impassable area than taking two turns in a row to attack a unit and then retreat into the impassable again. =) (Air elementals are pretty fast.)
Yes, I think this makes sense, though in my previous post I was more referring to the post before it rather than the OP. I don't mind if dragons stay the same.
Lots of great people in this community.
Yes, I think a feature along these lines would be good.
This really is the human side of creating games. I wish you and everyone at Stardock (as well as everyone in existence =)) a wonderful future! Also, the real Legendary Heroes: Derek, Brad, the entire Stardock team and all the people from the community who contributed!
With prone, I think the "no miss when prone" overrides all other considerations. With non-prone units, I think there's always the minimum 5% chance to hit, though I can't be 100% sure. =)
Good point.
I would second a 2(X + 1) split instead of the current 1/X split. [e digicons]k1[/e] I think that would work quite well.
I agree with your points regarding balance, AI and enjoyment, tjashen. Note: this may also explain why the Age of Wonders games are so beloved, even though the AI hasn't been exactly strong yet.
Thanks parrotmath. You have done so much for this game. [e digicons]k1[/e]
Yes, in all the quests, tame is counted as killing the unit (since you get experience for it).
I thought you've already got a spoiler tag?
Yes, and if this goes into negative, it ADDS to enemy's accuracy. That would be quite realistic.