Please fix! When you have kingdom/empire wide teleport spells, sometimes you can't teleport in time to save them from being autorazed by AI players (another crucial bug that needs fixing) because ex-Wildland squares are always considered "occupied".
StevenRLynchAbundanceThatIAM
We are not allowed to raze captured cities for 5 turns. But the AI players (not monsters or denizens, but actual players) can autoraze cities immediately on capture. I've lost three towns in about 30 turns in a big empire because they raze immediately (and I couldn't teleport there because it was ex-wildlands and that is consider "occupied" by enemy). They should follow the same rules with razing as human players - if they want to raze it, wait five turns.
I like The_Regicide's idea too.
I think it's more due to the way games are loaded (or as the game says when loading "Creating World"). But yes, I dread having to load a savegame as it is messes up that sort of stuff. This is certainly a real bug. I hope it can be fixed.
Good points regarding the Huge maps. I'm hoping it will let you run the game without Steam being connected, like the way it works for FE on Steam. But it is possible if it is integrated that this will not be possible. I've got my fingers crossed that it will be able to run without Steam involvement, but still require Steam for updates etc. Devs, and Derek specifically, will the LH executable require Steam running, or will it be able to run separately like F
I always set Surrender Threshold to Often (which basically means they will consider surrender if you are more than twice (or is it three times?) their faction power and they have few or no cities left). If they are "too busy to talk" you can still talk to them if there is at least one sovereign you can talk to which you can scroll to the "busy" one.
I like max settings on everything, Challenging AI/World Difficulty and lots of quests. And I focus on my champions doing quests and troops like the wolf/sand golem/beasts charmed by beast collars. And I use Steal Spirit to get as many magic skill levels for my Sov as possible (which is easy with Adventurer's free heroes).
Not many games are being made with 64-bit requirements though. I know all processors are 64-bit these days, but there are still a lot of legacy 32-bitter OSs around.
I've had some crashes between turns since I loaded some 1.31 modded saves into 1.32 modded. However I did have the crashes between turns without any mods running - for example, in one 1.3 game I had to save when a new turn happened for every turn in the Spell of Making countdown. So it went end turn - turn stalls, save game, game crashes, load save, turn completes, end turn, turn stalls for all except one time when I was able to get one extra turn in before stalling. S
Have you started a new game in the newer version? Saves from previous versions, if they work without errors, tend to remember the settings they had when they were started.
Large maps with Max everything (including Quests) on Challenging AI and World Difficulty are fun and take a while and are quite enjoyable to finish. I say make sure 32-bitters can play Large without trouble and leave Huge maps as a 64-bit-only feature. [e digicons]:sun:[/e] After all, if there are too few incentives to upgrade to 64-bit operating systems, it will take even longer than they already have to come into prominence. [e digicons]:wc:[/e]
Yes, all units gain XP and higher levels if they survive and are in winning battles. But only Sovs, Champions, Henchmen and Sions get new traits when they gain a level.
It might be good to allow only one unit to have the spell at a time, and then if you take it off you could put it onto another unit. But even then it might be a bit OP.
I'm not sure whether the bug between turns is fixed with older 1.3x savegames in 1.32 though. I'll have to try a new game after I've finished the current one to see whether the bug is still there.
Thanks, GFireflyE, and Derek for this information.
Devs, will updating from 1.31 to 1.32 break any 1.31 savegames that are currently going?
Yes, currently if you have a spell or ability, the game waits after you move in case you want to use it. But the game currently makes no allowances for usable items. Probably a pretty simple fix.
That sounds good. If LH runs the same way, then you would only load Steam when there is an update, and you could avoid the auto-update. That would be great. But there is a possibility that FE was just being sold through Steam, whereas LH might be integrated with Steam...
Poison resistance doesn't protect against acid spit. It is like death damage - there is no resistance that makes you immune to it. But you shouldn't take any damage from a regular spider with poison attack hitting you.
You can't have beastmaster and adventurer - they are both professions. But you can choose adventurer, tech up for better heroes and hire beastmaster heroes for free. You have to be lucky with where heroes are placed on the map though.
Why can't you make it so that Tireless March doesn't stack?
Could you create Death Magic Adept skills for Altar Blood Empire Henchmen, since they currently always have Life Magic Adept skills, even if they are Empire?
Is it possible to include for LH the ability for Henchmen to have Death Magic Adept skills (instead of Life Magic Adept Skills) for Altar Blood Empire Henchmen? Altar Blood Sovs can have Empire allegiance, but their Henchmen have Life Adept skills rather than Death Adept skills, even though they are Empire with Death Magic.
I like large map, maximum everything, challenging world and AI player difficulty, AI surrender often. I've been having quite a bit of fun in the 1.3 betas, in my latest game Gilden took over most of the map, almost built the Magic Towers, lost them, but then the The World Becomes More Dangerous came and spawned a Dragon Camp in my territory. I held on with just one big conclave and one fairly big town, lost the town at one stage then got it back within two seasons. I s
I mean for the human players. Human players can only get stuck on the same square as AI monsters if they execute a move order immediately when the turn starts.