It is all units next to the unit attacked that get splashed (except the splashing creature itself obviously). It is not based on what units are next to the *attacker*, but instead are next to the *attacked*. PS: My sovereign got splashed by a Hoarder Spider when the Hoarder was friendly. Splash damage affects units next to the attacked unit, not next to the attacker unit.
StevenRLynchAbundanceThatIAM
That would make a custom faction with Master Scouts and the Monolith trait Enchanters (which give Arcane Monolith and elemental spellbooks) too powerful.
The splash damage damages any unit next to the unit the splash damage unit attacks, except the splash damage unit itself. It's not the the size of the attacking creature that matters - what matters is that any unit (friend or enemy) next to (either laterally or diagonally) the attacked unit will receive splash damage. But the splash damage is currently bugged I think, it seems way too high. I agree, AI players should not ask for more than a player has, unless
The current version is 0.915, and you can get it by logging into "download.stardock.com" with your Stardock account details, and downloading the new version. I'm not sure whether the update patch works from all those versions ago, but if not you can download the full install and install the full game. It is a good idea to clear out the "C:\Users\*Username*\My Documents\My Games\FallenEnchantress\ScreenShots" for Windows 7 and Vista and "C:\Documents and Settings\*Use
If they got Hoarder Spiders that would not be the case. ;-) Hoarder Spiders rule! (Especially with the bug with splash damage. ;-))
Yes. Either the lair should disappear after you defeat the guarding monster/s, or it should yield a reward.
They are meant to move randomly around the map when they are not chasing any units. That means they can bump into outposts and external resources and raze them. However I don't think they should be able to try to move onto an outpost when there is a unit on the outpost.
Yes, slow/haste should not give less/more turns based on turns already taken. That is just counter-intuitive. It should only affect from the point in time the slowing/hasting spell is cast.
Maybe the Natural Leader perk should rather say "-100% champion recruitment cost" and then the Cruel perk would say "+50% champion recruitment cost, +1 attack", so the combination of both is -50% champion cost. I think that's what they intended when they reduced Natural Leader perk to 0% recruitment cost.
Okay then. Maybe they could start at Level 2 instead, as a compromise?
Maybe Pillar of Fire and the other army-wide "strategic zap" spells could be limited to one cast per player per turn, and it would automatically use the spell damage of the highest magic user. This would also gel well with being less able to cope if you are fighting wars on multiple fronts.
Reposted: Maybe Trainer and other army-wide bonuses, such as Created Units and Monster % Bonus XP, Dodge, Accuracy, Attack, and Defending Defense only choose the highest single bonus from any troop to add to the army. So Trainer highest experience bonus for troops (which include henchmen) would be 60%, and the bonus applied to all other armies for Dodge, Accuracy, Attack, and Defending Defense would be the one from the hero/henchmen with the highest level. This would mean
Pillar of Flame can only be used once per turn (do they get extra uses if there are more fire magic users?)
Maybe they need to get given to you at a higher level, equal to the Ophidian monster in the group of three?
Maybe Trainer and other army-wide bonuses, such as Created Units and Monster XP, Dodge, Accuracy, Attack, Hitpoints, and Defending Defense only choose the highest single bonus from any troop to add to the army. So Trainer highest experience bonus for troops (which include henchmen) would be 60%, and the bonus applied to all other armies for Dodge, Accuracy, Attack, Hitpoints and Defending Defense would be the one from the hero/henchmen with the highest level. This w
If there isn't an on/off switch, Magic Resistance would need to be 1000 or another really high value, and the Ophidians should be 100% immune to Fire/Cold/Lightning damage. This would make fighting them without a tough army very difficult (and truly make them magic immune). =) Since Poison isn't necessarily magical, they could still be affected by that.
Except you can cast spells or abilities on them if you have high enough spell mastery and get lucky with the resistance check.
I've tried it. It's reasonable, but doesn't have many ways to customize cookie handling.
Should be a bug. It is a bit unfair to have unknown AIs casting spells on you. ;-)
That is a bug then - AI should be using same rules as player when putting down outposts - it has to initially be in neutral territory.
I would tend to agree with this, even though I have Win7Pro 64-bit.
Actually, Kongdej said that it wasn't really wasted. ;-) =)
I understand what you mean. The game should only apply initiative changes onwards from the point slow or haste is cast, and not back in time.
They wouldn't get away with something that blatant, I'm sure of that. So I don't think there's anything to worry about. =)
Not really your fault - could be explained a LOT better. =)