StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

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

I'm fairly sure that they do lose attack effectiveness when they lose members of the unit. Not sure what happens if you have a unit that is showing two members and then heal it back up to 3 - currently it doesn't update the graphic, but it may still update the number of members of the unit still functioning.

23 Replies 43,580 Views

As I've mentioned in the "Sorcerer King: Week 1" thread, showing all the variables could definitely work if there's pros and cons to each one, which it seems there are. And if there's lots of content, it might not matter, say if you're always compassionate, because what you get from that varies from game to game. Question is, is sucking up to the SK when he questions you about your expansion counted as the "cowardice" stat? ;-)

14 Replies 34,426 Views

I've somewhat changed my stance, if there are advantages to all options (as suggested in Reply #17). For example, if the "I'm coming to get you" said to the Sorcerer King gives you big bravery points, but makes you get attacked more fiercely, or you get some bravery for losing a battle, I can see there is a suitable tradeoff here too. I don't think we need to say which option is which, if it is clear which is the brave option, the compassionate option, the famous opt

44 Replies 114,534 Views

I could see it working being visible, as long as there are positives and negatives for being cruel, compassionate etc (as is already in the game, cruel people get good items but suffer in their own kingdom, compassionate people get more help but have to forgo getting immediate items).

44 Replies 114,534 Views

I think it would be best if all intangibles remain hidden, and you do stuff under the hood so that they're not worth the same amount every time you play and don't have exactly the same hidden numerical effect in different playthroughs (and the breakthrough number is different each time to within a range).

44 Replies 114,534 Views

Well they seem to make sense for me. I know that if you have options that give largely positive or negative consequences, it certainly doesn't help the game if you know exactly what you are getting each time. Either all options (even compassion and fame) need to have negative as well as positive consequences, or it would be better to keep intangibles entirely hidden, and randomize within a range how much each option is worth each time, as well as the chances are for each outco

14 Replies 34,426 Views

Agreed. For example, in that previous dialog in Reply #4, why would you choose option 3 when option 2 prevents the SK from coming after you with all his might?

7 Replies 24,706 Views

I'm not sure whether it's a good idea to show what intangibles we have, after all, doesn't it just allow us to go for all the compassionate, famous, brave actions etc. that bring the best returns (although if brave actions require a loss it might not be the best bet)? For example, it's not really being compassionate if you are just doing it for the rewards. And the idea of being compassionate relies on doing that for the sake of doing the right thing, and not becau

44 Replies 114,534 Views

I used this quite well in my first runthrough and defeat of the Sorcerer King on Beginner, Medium Magic, Oasis Map. =) Note: When the Sorcerer King knocked off one of my heroes, a trained unit was deleted from my army. There must be a way to have a defeated hero come back with an injury without knocking off a poor trained unit that was in the wrong place at the right time. ;-)

0 Replies 11,465 Views

Simple, when you craft an item, you get the option to equip it immediately. Select the hero in that dialog and it is equipped, even if the requirement isn't met. =)

15 Replies 32,565 Views

I agree with Elemental having a prominent place in the name. And renaming Fallen Enchantress to Elemental: Fallen Enchantress, and renaming Fallen Enchantress: Legendary Heroes to Elemental: Legendary Heroes would bring some sanity back into the system. I like the idea that the Elemental games have been (if you rename as in the previous sentence): 1. Elemental: War of Magic 2. Elemental: Fallen Enchantress 3. Elemental: Legendary Heroes 4. Elemental

35 Replies 223,460 Views

1. Have the game remember the garrison status on the same turn, for both the Player and the Sorceror King. (BUG NOTE: If multiple attacks happen at the same turn, or sometimes only one at a time and the focus gets taken away by another event, then the attack doesn't happen.) 2. When a player hypnotises an enemy unit in a battle, they appear outside the castle. It would be fantastic if they would automatically join the castle's defending army if it has room.

0 Replies 11,814 Views

Frogboy, please look at: https://forums.elementalgame.com/458223 Especially Point 2, as I think it's too late to change the art style. =) But definitely have a lot more ruins and stuff around the place.

37 Replies 253,566 Views

I agree. I know a lot of people would be tired of comparisons with AoW3 by now ;-), but that's how AoW3 autocombat works. =) EDIT: Already mentioned I know, but the fact that other comparison titles already have this, it's important. Especially with Sorceror King's SP focus.

4 Replies 23,430 Views

I know you can walk on shards when there's no monsters on them, but the game currently doesn't let you attack monsters that are sitting on shards. I'm sure we can dispatch them without harming the shard, and if we get an updated version where this is allowed, it would allow me to save a shard that has only 1 skerrick left. =) Otherwise, there will have to be a lore reason, but I would prefer if you can remove those monsters from where they're not wanted. ;-)

5 Replies 5,759 Views

When there are spaces in the filename, it only saves up to the first space. So it would save as "Elemental" with no extension. You need to rename it manually, or when you do "Save As" type in the full name without spaces.

69 Replies 76,241 Views

Yes, the Halflings are really fun! They have a 20% Physical Weakness but as long as they have okay morale they have a chance at dodging completely any incoming attack or spell (Lucky ability). Morale is VERY important for them as if it gets too low they get NO chance to get a LUCKY break. The new stuff is well integrated into the game, there are seals of power, and special buildings for conquered sites (a different one for each site, so cities are different based on what sit

198 Replies 902,723 Views