I don't know, things were kinda slow with only +1 move...
StevenRLynchAbundanceThatIAM
I agree. It would be very difficult to nail down the precise magic trace you want to remove. A spell that removes all tactical-only spells would be more feasible (and I don't think mana upkeep strategic spells should be affected for balance reasons, and because you're already paying a cost for them to keep going).
Frogboy, make sure you have a look at this thread when you are looking for things to do! Why am I still getting steamrolled unless I choose ONE specific strategy?
Good catch!
Yes, the autoresolve does need to take into account magical attacks and abilities.
And it can remove squares able to have a logging camp built on them, as trees get cleared when any building is built on them, never to return. ;-)
Also, I don't like it that when you click an activity button, most buttons will suffice, the cursor often jumps and so you click on the wrong square on the tactical or strategic map. It is really disconcerting!
I think if you quit a game after just losing a battle you can get headless custom sovs.
Well, if the game is balanced otherwise, there doesn't need to be a limit. But some enemies do start with very low initiative, so it might make sense in some cases. Anyway, we'll just see when the next patch comes out.
8, as was suggested in another thread, seems to be a good one. If you only get one attack for every three or four attacks of other units, pretty much no attack power is going to help, especially if the unit being slowed is melee.
Or an Umbran Boar.
However, if a group of units has been reduced in number of figures, the number of figures is what should be used I think. After all, the game does keep track of the number of figures for the graphical display and the amount of attack, so you could use the number of figures that are shown.
If you already have Death I and II, you can sacrifice a Death III champion and choose that as the spell trait you want to steal.
If you let Alhain-Al-Assan from the savegame get attacked, and you autoresolve the battle without going to the battle screen, it will say your city (that is now no longer your city) is getting attacked again. After this the game turn can't progress. I think the second AI is still attacking as if you own the city, and that is no longer the case, and that's what causes the hang. However if you go to the battle screen and then autoresolve the first battle, the hang does
I like this idea.
Are you referring to the fact that the Gallows reduces unrest?
Maybe the Sov and ONLY the Sov could be immune to the Swarming power, due to the power of their essence? I'm okay with the Sov being a special unit, so this could be a good way of distinguishing the Sov from run-of-the-mill champions, and allow Sauron-type leaders to be unlike lesser kin.
It's easy. You can always tell a DD/MM/YYYY date from a MM/DD/YYYY one if the first number is greater than 12. We have have many groups in our community, so sometimes silence AND understanding ARE golden.
Is Quendar blood going to be boosted by removing the cold vulnerability so it is comparable to other blood traits that don't have any downsides?
It could be set to take into account the number of figures currently alive in the stack, as I think the game keeps track of that (as it reduces unit numbers whenever HP is reduced below "HP/unit size" individual figure thresholds).
And while we're at it, make slow reduce initiative by lower amounts, and have a base level below which slow will not reduce (for example, 10).
Sounds like a good idea, and would help keep the distinction between poison damage over time versus other attacks being instant damage.
Deleted.
Derek, what do you think about the ideas in my post just previous to yours?
But wouldn't it be to the advantage of the defending cities for battles to have fewer turns, rather than more? What about AoW's system where attacking units can flee any unit via any exit square (except for quests like the Arenas or Tombs or Underground Quests in FE)? So any attacker that reaches an exit square can exit the battle and survive, in return for forgoing battle experience. As in AoW, defenders (including city defenders) would not be able to escape the b