I think it's just a mage who thinks he is more powerful than he actually is. =) However you still get a reward if you can beat the dragon on your own, though.
StevenRLynchAbundanceThatIAM
I'm not totally sure, but I think this is intentional (otherwise, it would seriously unbalance the game if you could kill any dragon with one spell ;-)).
Maybe it should only protect you from monster armies up to Strong, but not higher?
I'm pretty sure I have seen Ophidians affected by some special abilities. But not all the time though.
You could make it so if there are too many units in a city, any remaining defenders have to be defeated by attacking the city a second time. So if you win the first battle, any units defeated (including city militia) would not appear in the second battle. If you lose the first battle, or don't attack the city a second time after the first, the militia would be back. Or simply make a huge city map with 30 positions on it, that should be enough. ;-) =)
[quote who="ambidexter235" reply="2" id="3260531"]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? yikes. [/quote] So Forest Scouts (2), Swamp Scouts (1), Hill Scouts (1), Stealth (2)? Then th
You can get unlimited numbers of units in a city if you have scoured the lands and defeated champions until they are all in one city.
This happened to me too (or rather, did not happen ;-)).
Also, when I complete an achievement it shows an Achievement box with no text, when in the beta it always told you what the Achievement was.
Well, it has been documented before that Shieldwall, for example, can be gained twice with double the normal bonus when a Henchman has started with it and they have Path of the Defender, so I hope they fix it with all occurrences. It may even occur when you start a Henchman or Champion with Strength that they can get it again. Certainly the case with enemy Sovs.
Well, it would be good for it to be fixed, as if you have Master Scouts you should be able to attack a lair and on the same turn loot the lair, and even without Master Scouts you can often do that.
I know that there has been some issues in the campaign, but has Heavenfall's solution for preventing Henchmen getting certain traits twice (and maybe Champions too) been implemented across the whole game?
I'm sure it uses at least two movement, as with Master Scouts I can attack the lair but it uses 2 movement and I am not able to pick up the treasure on the same turn. This has been happening for as long as I can remember, even way back in the early betas. Question to devs: is this intended, or is this a bug? I'm thinking it is probably a bug.
You always get a choice of paths when you reach level 4. If you already have a path, then that option is replaced by another one. But there is always a very slight chance of a Path trait popping up any time after level 4, and I always grab it if it comes up - it can change close games.
I found that even though the starting screen didn't show the customised biography, when you look at the Sov is does show the customised bio. So that might be a place to look for other folks, at least we can narrow down the problem of when the customised bios don't "stick".
It appears that if you have one of the spells that gives a champion a particular spell (like Heal or Fireball) if you get the normal requirement (say Life 2 for Heal) the spell disappears from your enchantment list but is unable to be cast on any other champion.
Derek, is it purchaseable? The Strong Healing Potion which it replaces is currently found in cities with Apothecary.
Beat me by 7 seconds! ;-)
The campaign is in the "Scenarios" list, when the full game releases. It hasn't been released in any of the betas.
My guess is that you had Impulsive, which gives you a huge boost so you start first, but often other units get two (or maybe more) before you get your next move because your initiative has dropped off since your first move.
Yeah, Frogboy said the AI generally avoids quests on lower difficulties and when it does do a quest, it rolls combat rating against quest difficulty to determine if the AI wins or not. Oh well, I guess the calculations used for this could use a little tweaking, but we would never have noticed this if the AI didn't win any of the big quests before Season 50. =)
Frogboy said the AI generally avoids quests on lower difficulties and when it does do a quest, it rolls combat rating against quest difficulty to determine if the AI wins or not. Oh well, I guess the calculations used for this could use a little tweaking, but we would never have noticed this if the AI didn't win any of the big quests before Season 50. [e digicons]:)[/e]
Wow, this is big.
Regeneration doesn't occur during combat any more.
So it would be a good idea to train them with default equipment that's pretty good, and don't give them the really good custom stuff until they've got 50 or 70HP or more. I think when they die you lose all their equipment, so you'll have to be a lot more careful with them. And you'll definitely need to give them some good starting equipment and lots of bonuses from a high essence city (especially HP, defense). [e digicons]:D[/e] It'll be good when th