Oh well, it could be in a worse condition. I think it is pretty decent, and now that it is released it can't be unreleased, so let's just make the best of it we can! [e digicons]:D[/e] [e digicons]|-)[/e] [e digicons]\o/[/e] Thanks Tuidjy for helping to improve the game with your very careful analysis! [e digicons]k1[/e]
StevenRLynchAbundanceThatIAM
Could you please fix this for 1.01?
Derek, could you put back the text for achievements (both in the achievements list and when you achieve one)? At least in my 1.00 installation only icons show in achievements list, not the text, so it's hard to know what means what unless you've memorised them from a beta version. And when you get a new achievement there is no text about the achievement. Also with the 10000 population achievement, do you have to finish the game with 10000+ population to get it?
That's a very helpful bit of information, thanks.
I think each extra Champion or Sov in an army halves the experience, and non-champion units get about 1/4 (or maybe 1/2) of the base experience a champion gets. But others are invited to chip in with more exact details. =)
My opinion is that thinking things through (what you want from a game etc.), checking around for reconnaissance and then making up your own mind gives the best results. As they say: "Time spent in reconnaissance is seldom wasted." =)
Does it have anything to do with the type of weapon? Regardless, I've had some times when it has worked and some times when it hasn't, but more often then not the latter.
I have been playing Challenging (World+AI) with the latest versions. On my 1.00 game, which I am prolonging to get the 10,000 population achievement, I have a custom kingdom with The Decalon, Enchanters and Master Scouts and the Weakness to Magic, Temperate map, high heroes, high quests, high resources and magic and high random events. My Sov is an adventurer with no magic traits, I just Steal Spirit (but you are reliant early on on the magic classes you get from heroes). He
I agree. It should either be mentioned that it is not available for Kingdom players, or it should be fixed so it is.
I agree. If an AI can't get a route without going through a non-allied player's territory, it should be blocked from signing the treaty. This is quite an important issue when the AI has economic and production advantages.
I think this is due to the text of the World Difficulty setting - which still mentions AIs.
Since it is quite clear that Procipinee is seriously underpowered, what rebalancing would you suggest to the devs to make her and her faction worth playing? Would it include 1/2 hit point per level negative instead of 1?
Quote From The Lore Section "Draginol had used the Dread Lords ... when the time was right. His path of ruination had begun before the Dread Lords had been created and thus had fallen far further than the Dread Lords had in their rationalization of using other sentient beings for their own ends."
I'm hopeful we will have more good experiences. =)
You made some good points here, and I agree with them. =) What do you think about Stealth?
Hey! If you were more positive the universe might give you a few lucky strikes. ;-) =)
So did I. I reported it in a thread about dragons, but not in its own thread. It saved me once or twice to have the dragon self-destruct. ;-)
I was focusing on the first paragraph, plus was a bit tired so I didn't reply to the whole post, sorry about that. =) But I also noticed that there were other side's abilities that cost more points. The satire was just a bonus. ;-) In the first patch after release, Procipinee is going to get Weak trait instead of Inefficient, so that should help a bit (hopefully). =) Only -1 Attack and -15 Carry Capacity is much better than 25% Production Malus (whether that
Well, as it has been said, 50% movement cost reduction on all rough terrains AND an elimination of the stop on river penalty is a significant bonus. I don't play Tarth, but I have played a 1.0 Custom Faction with Master Scouts, The Decalon and Enchanters, and I find that these three skills for 4 points (plus a weakness) to be a bargain. I think the reason those three factions play better in that they have a better synergy of abilities, and their Blood traits are better. &nbs
Okay then, sorry about that. I usually tend to take things as written/said, so I sometimes reply seriously to some satire. It is the way I am, although if you make another similar comment, I will take it more as intended. ;-) =)
Could you fix the free rushing bug too?
Master Scouts is currently just the terrain penalty remover. The Stealth faction trait is the ignoring monsters bonus which has been separated from Master Scouts faction trait.
Quote from ambidexter235 in the [1.0] Master Scouts thread. [quote]I'd split the ability into three. There would be a trait that gets no movement penalty in forests, a cheaper one for swamps, a third cheap one for hills, and a double cost ability for being ignored by monsters. Being able to pass rivers seem especially peculiar - some units end their turn, others ignore the water?&nb
All factions have been updated to work with the new faction trait costs. The points each faction gets by default has gone from 2 to 3, however only one faction weakness can now be selected (so a maximum of four points if you choose a weakness). The factions whose traits went up by 1 point also had faction points go up by 1 point. Yithril got an extra trait (Tough) because none of his trait picks went up in cost. I think an OP combo is The Decalon + Enchanters + Maste
I don't think that has been fixed though - if you pay the 100 gildar you get the pioneers, but if you win the fight you don't. So it still needs to be fixed, even if more of the other quests show up from Quest Maps now.