Since a turn is one season, does this mean that all militia stacks would regenerate in city battles? And would each side get experience in tied battles? I think this would be good too.
StevenRLynchAbundanceThatIAM
Building Outposts or Monoliths also can also clear swamp tiles, I think.
Such as posted here .
I like the idea of an "overtax" bonus to grouped units based on how many more soldiers are in the unit. That should be fairly easy to implement too.
I know this is possible in the engine to do poison damage directly.
I agree with Heavenfall and fenwe. In some ways retraining takes even more time (abstracted with cost) then training. Although as an alternative, maybe you could put a unit into a city for a few turns for retraining as opposed to an increased gildar cost. Either the units if attacked during this period would use the old equipment, or use the new equipment with significant penalties. And I totally agree with being able to upgrade different pieces individually rather t
It would be nice if regen did things other than regen per season though, even if the spell does cost more upkeep.
I've noticed this myself heaps of times, and it has been around for many FE betas. I would suggest the OP puts this into FE Support and calls it a Balance or Bug issue.
It's not just AI cities that can be invisible when you come across them. AI outposts and resources are invisible too.
Interesting idea. Regen can get pretty powerful with 3 or 4 life shards and high initiative - 4 or 5 regen on a high initiatiave unit does heal a lot of damage.
So regeneration would: 1. at the end of each battle won, resurrect any hero with the regen buff to full HPs and avoid any wounds from this combat only, provided they won the battle outright. 2. At the start of each season (before any actions), set any hero with regeneration active to full HP. 3. not give any HP back in battle 4. have a higher mana upkeep then 1 per turn. 5. the hero still wouldn't get any XP from the battle to balance being automati
Yes, I think that was the issue, Publius of NV.
I searched everywhere for Verga, who was casting the Spell of Making. On the last turn before he would win, I defeated him and sent him to his nearest city, but the Spell of Making next to his name didn't go away. I let the turn advance, and it said that Warlord Verga did not complete the Spell of Making because he "failed the requirements" or somesuch. Is this the normal way a Spell of Making is cancelled? Or does it not cancel until the turn AFTER you defeat him
I have played a long duration game with Master Scouts, and monsters that have been left alone have not attacked my cities once. I have even had the big spider and a fire elemental from quests sitting right next to my city and they have never attacked it (even though they probably would have won). Also powerful Drakes that were there before quests too. Frogboy, how often do monsters attack cities? I had just assumed that because I had all these powerful monsters next to
I had Enchanters and scrying pools got destroyed when another non-Enchanters player took them over.
And now the Darkling Shamans can cause units to Shrink. ;-)
[quote who="parrottmath" reply="3" id="3235127"]It is my understanding that master scouts does not instill fear to a monster, but rather the people travelling know how to avoid notice of the creatures and lead the creature down false trails. So the pioneers would definitely be able to avoid the monsters and not get eaten. As for the cities, well given that one has master scouts, is it not possible for the monsters to be constantly led off trail away from the cities making them avoid attack co
Frogboy did mention it was a possibility at one stage to make cities immune from Tarth's Master Scouts effect (as he said, something like "It's really hard for cities to be stealthy"). So I don't think it would be a big change as of now for them to make it only work with military units and not cities or pioneers if there is enough strong support for it. What do others think?
This thread either indicates a bug or a design feature. If the former, it should be fixed. If the latter, a pop-up like in Alfdaur's post would be an excellent idea for polish.
Just in case it hasn't been mentioned in its own thread.
Master Scouts should not protect cities or pioneers, the cities because they can't move, and the pioneers for balance purposes and also because what self-respecting monster would be afraid to attack an undefended worker unit? What do people think about pioneers being escorted with military units or heroes? Should they be free from attack? Look forward to your replies!
You still need to fix the bug when you use a Quest Map and get a quest object that can't be interacted with. Since this is the bug-fixing phase, it is time for this bug to be fixed.
Arguably when a unit has been stunned it should not be able to get up at all until the 1 move stun has worn off. After all, if it can't do any other action, it should not be able to stand up either.
Either the map screen needs to be bigger, or you need to be able to click on your unit and then click on a unit in the queue that is currently completely off the screen. But for polish purposes I suggest you allow scrolling to the edge of the map at ALL areas.
I don't think the fog of war updates quickly enough for fast moves through fogged territory (including pathed moves on roads). Yesterday I got stuck in fogged territory and my entire army was inaccessible. I had to resort to an autosave. Please fix this bug, as it can potentially end games.