Frogboy says that he is going to work on having the AI ready to invade the moment it declares war. That should help a lot.
StevenRLynchAbundanceThatIAM
Yes, it should at least wait until all your non-guarding units have used up their movement points.
Yes. A bug is not usually from .51 if the game was not Started in 0.51. Games keep most settings from the version/settings when they are started.
But this would also mean that you would trigger quest huts when just passing through, which would not be wanted, since I think the goodie huts and quest huts use the same functionality ("notable locations").
Defeated Sovereign in Battle means you wiped out the player by beating the Sovereign. It doesn't mean beating the Sov and sending them to their nearest city. Also, the Wildland Boss Kill Achievements are not unlocking at the present time.
I don't mind Dragons razing cities instantly (with their breath they could burn down the wood structures pretty quickly). But any other units should take time to raze a city, or turn it into a lair for the interim. Regardless, a city being destroyed should never salt the starting square, except perhaps if you raze it yourself.
We can. There is no 5 turn limit any more. Though you may have to see "More Options" to see the "Raze" function.
Well, it would be good if each Path or Sub-Path got instrinsic stat bonuses for each x levels, so you don't have to spend level-ups just boosting a single stat. Global unrest reduction for Commanders (or a Commander Sub-Path), Attack for Warriors, Defense for Defenders, Accuracy and/or Dodge (although Dodge bonuses couldn't be too high) for Assassins, and Increased Spell Mastery or Increased Spell Damage for Mage Path or particular Sub-Paths. I don't think a leve
I had a really levelled-up Cold Ward unit that did heaps of cold and fire damage. Then, when nowhere near a melee Ogre, the Ogre did a Crushing Blow and killed it in one shot. It was about 4 or 5 squares away. Also, one time I had a unit killed by a Burning Hands spell that was not cast adjacent to the caster. There needs to be a check for AI units that the unit/s it's targetting actually obey the normal range limits.
... and hope they don't run into a monster. ;-)
At the very least the founding square should be able to be built on again, ie. not be salted as what happens currently.
The text is wrong. It just escapes you from the battle. To get to your capital, you need a Recall scroll, which can only be used outside of battle.
Do you have Auto-Turn turned on? We have been asking for that to be off by default for ages.
So you got it to work from the Mods folder? If so, that's great! =)
Thanks for doing that. =)
Was there a bug with the reply system? I'm the one who said that. ;-) =)
Gee, that bug has been hanging around. It was meant to have been fixed.
I would suggest that either Guarded Strike means you do 75% or 100% damage, with a 2 or 3 turn cooldown (1 if 75% damage). At 50% it means you barely scrape above the opponent's armor.
I think the bug with all the extra items in the AI's inventory happens when loading the game or somesuch. I don't think they actually buy the gear in the usual manner.
I have also had a L9 hero have about three different magic traits, and not much else. A L9 unit should have at least 11 traits (not including race trait).
Well, I got a L9 unit and he had three magic traits but maybe only 1 or maybe 0 other traits. If he is L9 he should have at least 11 traits.
No, they changed it back. Champion XP splitting still exists.
Well done all! I'm glad this bug was isolated and fixed. =)
Otherwise, there is a big exploit that allows training 3-figure groups and then upgrading them for no metal or crystal cost.
Can you allow any non standard armor to not upgrade to standard armor? For example, Monks robes would be not upgraded when upgrading armor, but all other regular armor pieces would. Otherwise, obey what the player says when designed a unit for which items are upgradeable and which aren't.