What do the devs think about giving an extra +1 of the City Unit Enchantment Spells for each level above 1 a Fortress starts trained units at?
StevenRLynchAbundanceThatIAM
Have all the grammatical and spelling errors been fixed, or will that happen before the full release?
Go Frogboy! Go Kael! Go Stardock!
It would be nice if non-damage spells scaled though.
Great ideas! Devs, Derek, can you implement any of these ideas for magical armor?
Does it update correctly when an Oracle is added? (This one might have been fixed, but just mentioning it in case it hasn't.)
A balance/lore correlation pass could be very useful as an important point of polish for the final game! =)
Devs, Derek, can you fix this?
What are the rules for extra traits for AI Sovs at various Faction Difficulty Levels? And for Paths, could, for example, Procipinee, Ceresa, Magnar etc. choose Path of the Mage instead of Warrior or Assassin? Basically decide on the most relevant path for each Stock Sov and have them pick that one all (or most) of the time, whichever you think is better.
Maybe Summoners are allowed to have an extra Summon of each type every 5 levels. Obviously they would still have to respect army size limits for strategic summons, and have enough mana for each strategic or tactical summon. So you could summon a whole lot of summoned creatures in a battle, but if you did that every battle you'd run out of mana very quickly. I think extra Summons of each type from every 5 levels would be a cool way of making the Summoner Profession unique
So that Assassin isn't actually the best Mage class, use the "israngedattack" tag to differentiate crits on spells.
Either an extra X% (for any spell that has a numerical effect, including haste, slow and heal, drain life spells, possibly excluding despair since it is so powerful already) every 1, 2 or 5 levels, or extra shard power for spells of all types (maybe 1 every 5 levels, as an example, probably needs tweaking). This would give an incentive to go Path of the Mage, and give more importance to Spellcaster experience. I think Path of the Mage heroes could do with a bonus for experience le
Title refined.
Don't worry. Say "I'll remember that Subjects can be changed on Stardock forums" silently to yourself and it's amazing what you can remember! But I or someone else will remind you if you don't. ;-) =)
Btw: just for future reference, it is possible to change the forum without writing a new post by editing the post and changing the "Subject" slider. =)
Just reporting this bug here to highlight it in case it hasn't been fixed.
New eyes can see things that others can't. =)
Defenders have all been increased in number apparently, but they need some armor to survive more than the very early game.
Yes, but there aren't normally too many people out there to kill them in mortal combat.
[quote]1. Does it match the games focus? The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things. Features and ideas that follow this progression are ideal to building a complete theme and feeling for the game. Much like how lighting, music, set design, etc, all work together in a movie to reach a common goal all of the game mechanics should have a common feel that cause the games theme to resonate wi
Much better than docking points when you go into enemy territory - which also makes it harder for AIs to take your OWN cities too. And it also has the benefit of making towns more resilient to monster attacks too. [quote]1. Does it match the games focus? The core experience of Fallen Enchantress is building, leveling your units, leveling your cities, designing units, building things. Features and ideas that follow this progression are ideal to building a complete the
Good point, although what about XP bonuses? If they could ignore XP bonuses when giving the experience that would be perfect. For example, Altar units always get at least 10% bonus to XP, including Henchmen.
So they need to be fixed! Devs, there's no reason for them to be in the game if they do nothing.
How about increasing armor levels of town garrisons when better armor has been researched instead?
Well, I guess that's why they removed it I guess. =)