That's the way about ALL things in FE that update do so - on the next turn. Even some victory conditions don't trigger until the turn AFTER you fulfill them. Maybe the next turn updating should be mentioned in the tutorial and Hiergamenon with some lore-driven reasoning? =) ;-)
StevenRLynchAbundanceThatIAM
No, I don't think it's working as designed. If it says a treaty lasts for X turns, it should last that many. No more, and definitely no less.
Yes, I agree! [e digicons]k1[/e] Devs, could you please go over the core units?
I'm just wondering. I thought that was already in before -25% Attack/Defense was pulled, but I'm not totally sure. Devs, can you enlighten me please?
Shouldn't it be a simple deal that a treaty lasts for X seasons, that the treaty doesn't get cancelled until after X seasons? This is quite a major bug, and it should be fixed for polish AND balance!
Maybe there should be, but right from the earliest betas if a lair had gold as the reward you just get told that you got gold, you didn't get a special popup saying "Gildar +X".
Devs, I would focus on this thread quite a bit, at is lists nearly all the important bugs that need fixing.
Since it seems a bit silly that hordes of Haitan Fire Mages are running around, who all needed help defeating a fire elemental, could you make the Haitan quest non-repeatable? If it already appears on the map, could you make it never appear using Quest Maps, and if it doesn't start on the map, could you remove it from the possible Quest Map list after the first Haitan has been recruited?
I've had this too. About 10-20% of the time the quest tile is unusable. This is even when I have no quests, not even wildland quests (so it is not the case of the quest tile's quest already being active somewhere else). Devs, please fix! I know I have been a bit overeager in the past, but this is an important polish aspect with Quest Maps, so I think it would be very worthwhile to fix.
I think it would be virtually impossible to win on the very hardest difficulties because even if AIs are initially only slightly friendly with each other, it could very well be that once one one AI declares war, soon all of them will. Ridiculous and Insane should be extremely difficult, but not impossible. Generally when the human declares war, they are ready for it. It is not really so much of an advantage when an AI declares war on the player. The AIs are likely en
What do you think would be the best boost, so we can make a concrete suggestion? It is already part of it for the devs to know the familiar frequently does not survive long enough in battle, but what would people suggest to make the familiar/imp tougher? More HP/defense/both?
Also, you don't get the units inside the city when you take over a city with Broken Loyalties - any trained units or heroes in the city get kicked out. So the main use for it is to take over a city that would be tough to take otherwise (and you have units that can enter it immediately), and to prevent population getting halved, which can be a big deal to grow back if it is a medium to large city.
They should have more HP or more armor.
Thanks for the report, Poko8, I hope these can be fixed! =)
I think any bugs should be fixed so that the AI can't get out of treaties earlier than they expire.
Yeah, sorry about that. Well it definitely needs to be fixed.
I picked up True Strike because I was going to do battle with a Dark Wizard. But every time the Dark Wizard "Resisted" it. The text for True Strike said that it always hits. Is this an isolated case of abilities still being able to be resisted by certain units? If it is intended for Dark Wizards (and perhaps others with Cloak of Fear) to be able to resist True Strike, please change the text for True Strike so that it says that certain abilities can circumvent it. &nb
I'm wondering how many different quests there are currently in the full build as you have it now, and how many random events there are.
Nakor, were you the first employee Brad hired? (Since you are Member No. 2?)
There is an advantage to using Broken Loyalties to take a city. It doesn't get its population halved from being conquered, so it could potentially be a lot quicker at attaining the next city level. Just make sure you can move your army into it on the same turn you use Broken Loyalties, okay? =)
Currently I never take Hobble when it is offered, because it has quite a marginal benefit. I suggest it reduces movement TO 1, which would definitely make it worth picking. Maybe it needs a longer cooldown though (6 turns?), so it can't be used to kite enemies too easily.
Well, if this is for 0.99 or 0.991 then this needs to be fixed. Do you have any savegames or screenshots of the situation?
I think because you used a Sov from a previous version then it got mixed up. I created a new Sov in 0.99 and all my champions were free. I think sometimes when the functionality changes between versions it can cause inconsistencies. Which is why it is a good reason to delete old Sovs, races and units when you upgrade the version.
I think it's important that this anti-steamrolling method get tested before release. Have you implemented any kind of better armor for city militia in your build?
For the record, in 0.983 the Achievements screen did not crash until I had the Conquest Victory Achievement. Before it worked fine. Hopefully this information will help you narrow down the reason for the crash.