Exactly, upgrading weaponry and defense consts resources, but upgrading group size does not, even though the larger group would have cost more resources to create in the first place. That's the upgrade path out of the 3 that seems out of balance to me.
ScreamingHippo
Am I understanding correctly that upgrading a unit by one figure always cost a flat 50 gildar? It seems very strange that units that require resources wouldn't have a resource cost for this. And for very expensive units, I think you could possibly end up with a better value by building a smaller group and upgrading it than rush building a larger group. It's a single player game, and I think I'll choose not to use these exploits on purpose (i.e. always build the largest size group
I like the insta-roads a lot. I like not having to manage workers because the game plays faster that way and it also feels special when you get a Governor hero with Road Building. If you have a problem with the flavor of it, choose to believe that the technologies that unlock roads are actually unlocking free spells that require a building at each end of the spell to function. I suppose you could even mod it into the Magic tech tree.
Playing against them, I thought they were scary, but not necessarily overpowered as there are ways of dealing with them (though I may be underestimating them because of the Beta Shrink bug that turned their power to 0 rather than 50% - dont' know if that still exists). However, now I'm in the middle of a game playing as Yithril for the first time and seeing them from the other side, Just a few Juggernauts turned the tide of a war where Gilden and Tarth, both with greater faction
I see the AI Oracle Ceresa kill a bear, but she doesn't have enough movement to take the Signs of the Bear goody left behind. I move some custom scouts on to the square to try to deny her the prize and bring a hero to claim it for myself (our relationship is Close and I figure she won't attack just for that). However, next turn, not only does Ceresa takes the goody, but my scouts vanish into thin air. No combat. No declaration of war. No message of any kind. Just... poof! <p
A group of rock spiders attacked a city that I had a hero stationed in. After the battle, I'm pretty sure the spider venom sacks got sent to my Sov (as if there was no hero there) instead of being given to the hero in the city.
I just cleared out a Mite's lair next to an Inn (medium), but I didn't go to the Inn's square. The next turn, the Inn disappeared. It looked like there might have been some accompanying animation and sound. So is it supposed to be possible that unvisited quest locations vanish in a puff of magic or is this a bug in the new build? I haven't seen this before in other betas. I went back to an autosave and tried it again. Sometimes after I attack the mites it vanish
I have really been enjoying playing the beta, so here is some feedback to hopefully help make it even better: - [suggestion] A couple of times this past game, some wandering monsters have appeared out of pretty much nowhere and razed one of my cities. While I like the idea of the environment being hostile and may have overextended myself in one of those cases, it still feels too fast and too harsh when this happens. I suggest having wandering monsters control the city and destroy city
Here is some somewhat random feedback after playing a couple of games: First of all, I've been staying up to late, which is bad for my health but a good sign for the game quality. There is already a thread for this, but add one more voice that wants to see city details when choosing a level up choice. Also, add to this the ability to see more about each possible city choice when assigning a trophy (like after killing Morain). Speaking of killing Morain, I could not
[quote]obviously that thread was created for a purpose[/quote] According to that thread itself: [quote]The purpose of this thread is to let players suggest spells they would like us to use.[/quote] Which implied to me that spells might very well be taken off that thread and put into the game. When the contest was announced, that purpose seemed in doubt. And now this: [quote]The spell wishlist/feedback forum is different in that it is a place where you can shar
Interesting the common threads here, and I agree with a lot of them. (edit: I have no idea why the links appear in the following paragraphs - I didn't intend it and can't seem to turn them off!) The Dynasty system is a cool idea, but should matter more, particularly with small maps (and thus shorter games). Perhaps the speed at which children age should be related to the size of the map (or optionally so). <a id="ctl00__Content__RepeaterReplies_ctl02__LinkUser" class="hand" ti
Yes! We definitely need more differentiation among books and/or elements. One problem is that at the moment, most spells affected by shard possession are damage dealing spells. If direct damage gets put largely in fire (as it probably should), this would make having a fire shard more important than any other...unless...other aspects of spells start getting affected by having a shard. So, perhaps, an air spell might make increase a unit's combat speed by 1 + 1 for each air shard you control, o
I didn't see any of these in the master bug list thread. Apologies if already reported: I was able to get in a situation where the turns to discovery for a tech was some bizarre number and the tech never finished researching. After I researched some techs in other categories, I went back and it read 0, did some more research and then it read 1 and I could finish the tech in that category. Like it didn't trigger properly when it was done researching and the variable went negative or so
I am trying to cast Spirit Dance to move my stack. The spell targets as expected, there's a little flash of animation where I want to go, the mana gets used, but none of my units transferred there. If it is relevant, it was a hero trying to cast it rather than the sov, though the sov was in the stack.
I posted some spells a while back and returned to read more. I wanted to reinforce the suggestion that different spell books should play very differently, and I think this is really important for optimum re-playability. I am remembering my experience playing Master of Magic, which did this pretty wall, as compared to Age Of Wonders which didn't do this nearly as well. It's relatively easy, for example, to think of on-theme, just slightly different cheap direct damage spells for lots
I haven't been part of the beta due to lack of time, but I've been following along with the journals. This call for spells finally got me to register - I couldn't resist. Since I don't have any experience with the game, I'm not sure if I got the costs/books close to right and they aren't as specific as they could be. However, if you implement a version of any of them in the game I promise to buy it! :) (OK, I'll buy in anyway...). Before I get to my ideas, I wanted to give another com