The Shrink spell itself works fine, it is just that Shrink cast by Sculla's Mace seems to almost always set attack to that large negative number.
StevenRLynchAbundanceThatIAM
Thanks. Just corrected the OP.
Maybe instead of the Defending defense bonus for Defender, there could be a percentage chance to halve damage from attacks or spells? Maybe +10% at each level for a total of 30% at Defender 3 for the whole army? And on a slightly related topic, maybe Ironeers could get a 10% bonus to this for each Ironeer unit only (ie. Ironeer units could get up to 40% of taking half damage from attacks or spells if there was a Defender 3 in their army), to relate to their "dwarf-like" status?&
Maybe Governors need 2XP/turn? Or 10% of next level plus 1?
So does that mean the Urxen and Capitar's people have been written out of the Elemental history for the period of Fallen Enchantress? This is a little disappointing. I was under the impression they would be added back some stage after release, when there was time to come up with some more unique OP abilities that were still balanced with the others.
Yes, this is a definite bug. The AI is not being prevented from stacking it but the human is. The AI obviously needs to prevented from stacking this spell so it is following the same rules for this spell as the human.
Note, just like the Army-wide bonuses already mentioned here, I think it would make sense for the Tireless March spell to only count once for every army too. So you could cast it on more than one troop, but the max bonus you'd get in the one army would be one Tireless March effect.
My Path of the Defender champ from a few games ago had Gladiator's Armor (previously Chain Mail), the Helm that prevents crits and other good armor and a decent weapon. I spent pretty much the whole game soloing (no other units in army) with virtually no spell use, even against extremely high attack armies. Unless there are four or five or six heavy melee types, you wait for the enemy to approach, hit them with Stun, most likely make them miss a turn, hit them again, and
Thanks, I didn't know that. That explains why some units get Defending status back after having already attacked.
That is a special city that exists in one of the Wildlands. Perhaps it needs to be set to a higher food/mat rating.
So it doesn't have any impact on tactical combat? I would have thought those defense bonuses would at least apply until the unit attacks. Otherwise Defender1/2/3 is even more useless.
Yes, FE beta is already a big improvement on WoM 1.40.
Maybe Ophidians (both monster and ally) could be immune to Fire, Cold and Lightning (to fit with their "Immune to Magic" status). This would make them more challenging to fight and also useful with lower starting HP. And if the devs choose, they could have a huge immunity to non-damage spells so they would rarely be affected by any spells.
I agree with Trojasmic about the 1XP/turn for Governors.
AI can also build on quest locations.
Although opinions become more important the more of them that are similar. But if it was the case that 80-90% were totally against any kind of always-online DRM, there just wouldn't be a market (or as much of a market) for that.
Have you ever had this bug when playing without the Betrayers faction trait?
With your Kingdom, was the negative recruiting cost only with Empire heroes? Or was it all L7 and L9 heroes of both alignments? My theory is that it has something to do with the Betrayers faction ability combined with the Natural Leader sov ability with L7 and L9 heroes, but it's only a guess.
I'd like it if there were an option for the AI to not so aggressively expand. Maybe an option "Expansionists" or "More Balanced Expansion" or something like that. Isolationists might be another word, but that also implies they don't want to be diplomatic with other nations. ;-)
Good, at least we know there will be at least one car dealer in business when law and order runs out... ;-) Although we could certainly use his time machine! =)
I know other people have mentioned it in their posts, but I wanted to write a specific bug report for it - most of the time in 0.915 the health bar doesn't update when there is damage or healing to a unit. Quite often it only updates when a unit is killed. This health bar issue did not seem to happen in the previous patch. Also possibly related - when you tame a beast, it normally doesn't update to a green health bar until a great number of unit actions later, or p
Just in case it hasn't been reported specifically, using Sculla's Mace almost always sets the enemy's attack to a large negative value, which seems to function as a very small positive value with regards to damage dealt. It may have to do with having multiple damage types, or alternatively it may have to do with having the one damage type, but these are just guesses. But I would say 98-99% of the time Sculla's Mace sets attack to the same large negative value. Shri
I think it must have not been on a square adjacent or diagonal to the creature being attacked. AFAIK any unit next to the unit being attacked gets splash damage (except the splash damage unit). I think what must have happened was that your champion was next to the splash damage creature but *not* next to the creature being attacked by the splash damage creature.
4/4 start locations are often between a river and a mine or some other material external resource.
I like the idea of being able to start charging Tame before the animal approaches, and also that you have to be next to the creature when casting. I copped two big hits from a Hoarder Spider leaving me at 1 or 2 HP, but I successfully tamed. I think you should have to have some risk for the Sov to tame units, as successfully taming Hoarder Spiders or Umberdroths can set you up for the entire map.