WOW! EXCELLENT WORK! I can't stop doing just "one more turn." In fact, I alt-tabbed out to write this ;) There is so much more depth all across the board. I love the essence system, especially regarding enchantments and such. By release, you are going to have a classic game on your hands.
CHiZZoPs
[quote who="RooksBailey" reply="153" id="3190750"] Quoting Markus Aurelius, reply 152When defeating a champion there could be a chance to grab some of his equipment. Also some of the fallen champions equipment might be damaged/broken. A recovering champion should not be able to defend a town - or if he does and falls again should die for good. If he does not partake in the battle the victorious conqueror should have the option of killing/imprisoning the recovering c
Nice review, KlaxXxon! I just saw this up in the features in the Steam store and bought it. I've put a couple hours into it, and I must agree with the beauty of the UI, and its intuitiveness. I jumped right in without problem. This game really feels like a modern version of MOO! Very fun! It's only in alpha!? Get out! With both still in development, we may very well be looking at FE and Endless Space becoming the new classics fantasy and space 4x games! HIghly recommen
My two points of feedback are semi-related: 1) In response to players finding high-powered loot early in the game, is it possible to rank the "goodies" in the goodie huts based on the "level" or "difficulty" of the quest? That way, you don't get a +5 bastard sword of smiting from a spider nest? 2) In response to many quests being automatic successes (and the requests for the possibility of failure), how hard would it be to make some quests more text-based, c
I assume there will be artwork created for these tiles. This would look very neat! While the current system is a really cool idea, like other posters mentioned, the cities do tend to get jumbled-looking and are out of proportion to the rest of the map. A one-tile system will solve all of this. FB: Will there be one tile for each city level per faction? IE: Gilden's tiles will look different from Umbers?
How about this: 1-Tile Cities with individual building screen, but on the map, an (up to) nine tile city is shown. How hard would it be to periodically render the city build view into a texture to lay over the area on the overland map where the city is, which would be a current depiction of what the city looks like?
bump this great thread!
I like the OP idea that by choosing the same branch of city level up every level, by level 5 you get some sort of "legendary" specialized upgrade, while you could also choose the first branch of each specialization on each city level up, and have a generalized city with mild bonuses across the board; by choosing military specialization twice and production three times on the path to a level 5 city, this city would be pretty good at producing military units and quite good at production, wherea
Wow no more constitution stat, eh? Ah! Audio! Nice! First time I didn't catch it. Wow! I'm really excited for the next beta installment! Nice work, Stardock!
[quote who="Galwinganoon" reply="13" id="3106347"]Awesome. I can't wait to read the journal that gets into the bits and pieces of differentiation. I voted for Resoln, so I'll briefly talk about them since the wraiths are near and dear to my black, rotten heart. I'd really like to see their population / recruitment controlled by mana and spells rather than prestige. From how I interpret the lore, Ceresa bound all of her subjects to her with a power
Huzzah for alignments! Are all MOBS going to be given an alignment, too? If so, this will greatly increase the number of spells and skills possible!!! Gilden: Wow! I'm surprised to see them as lawful good. Sounds good! ;) In that case, I assume they are no longer the merchants, as that is taken by Tarth with their roads and caravans. Gilden: Faction Bonuses/Penalties: Bonus to growth/prestige due to their adherence to
As the title states, the forest needs to be replaced after cancelling the building of a lumber mill.
[quote who="Lonemessiah" reply="10" id="3094354"]Basically actions could dynamically reduce your initiative for the following round. For example: Moving during a turn cost 5 initiative Casting a spell could cost spell level squared (maybe modified by intelligence) Attacking costs the rating of the weapon (daggers would be low, two handed weapons would be high) Special actions could also have a cost attached t
Very nice and easily-implementable solutions! +1!
I've seen everything I might have said here, so I'll just throw some little stuff in: Tune-ups: +Please fix the mouse cursors so I'm not using a dialogue bubble or crossed-swords in the game menu or some other screen. It's clunky and hard to use. +Can you change the timing of start of turn announcements so that whatever is happening with a character on the ground is resolved first? For example, combat ensures before a city
And I'd erase this if I knew how :/
Great comments, OP! Totally agree.
Spells: [Earth] Pathfinding: Pass all land squares as if on a road. [Water] Waterwalking [Air] Flying: Pass over pits, mountains
Totally agree with having a counterspell being an actual element spell of the OPPOSITE element. Casting a waterspell to counter a fireball; a life spell to counter death, etc., also helps create rivalries between the elements. Empire tends to be death, Kingdom life, and then factions within each favor different elements as well. Otherwise, yes, the spell resits/spell power stats need to come into play for the current counter system.
Yeah, but they don't differentiate initiative between actions, so I don't think we can fix it that way. I totally agree with the initiative penalties. I figured the same thing in my last game. I thought, "sweet, magic staves for my mage champion! What!? -6 initiative?! No wonder I wasn't able to cast as fast. Ok, back to that +6 initiative dagger then..." ***Also, did anyone else notice that the animation for attacking with a magic staff takes about 10 seconds to r
It'd be nice to be able to manually lay down the path, too, which would require that feedback before movement.
[quote who="Kantok" reply="9" id="3090970"]Each of the "Path of.." traits needs to be more powerful to make there selection greatly influence that hero's playstyle. I think good starting point is to take the +1 stat per level trait and make it the Path of... Path of the Mage gets you +1 Int per level, both retroactive so you get +4 int upon selection, and on into the future so you get an extra int every time you level up and tied to higher level mage traits (li
http://dl.dropbox.com/u/8947534/FallenEnchantress0_86-2012-02-24T16-43-20-436.zip http://dl.dropbox.com/u/8947534/FallenEnchantress0_86-2012-02-24T18-32-48-853.zip http://dl.dropbox.com/u/8947534/F
Very interesting stuff, Froggy! So that explains why FE runs so smoothly on my Phenom X6 Core! I haven't had a single crash in Beta 2, and I only ever had one crash in Beta 1.
As in the title, I think his level needs to be fixed.