Blackmantle_

Blackmantle_

Joined Member # 4185176
5 Posts 176 Replies 4,464 Reputation

Most certainly. I would pay more if other options like Hotseat or Lan-Support whould be put on the plater (like 5$). Strong favor of coop / non-competitive or balancing heavy / feature-equal to SP but fine with all reasonably done MP for 1$ (probably 1 € here given how a digital distributor might price it) just for supporting the option (also think DLC is a good way to introduce it in the scheme of things) Edit: Also I hope the DLC if it happens is released well after main rel

203 Replies 622,379 Views

Voted Good (just played 0.90 so far. No time for 0.91 sadly. Might take another look at 0.92/next public patch if there is time). The above verdict would be the one I whould give to a finished product excluding major bugs and stability issues (meaning about 7/10 and clearly rising...) Since unlike beta 1 and 2 it genuinely feels like a game to me right with the start of beta 3, the issues for me are minor enough for me to see other issues as more pressing while playing (cras

323 Replies 255,672 Views

Had the same with having a regular hero cast titans breath if I remember correctly... About Death-Ward: Since heroes don't die but get injured I believe death ward is for trained units or monsters not heroes. Description also talks of the unit not dying. So maybe its triggered by a dying unit (still a useful spell imo since good recruitable monsters like dragons/drakes and some lategame trained units can be quite valuable...)

2 Replies 1,238 Views

Imo no. For those Wildlands without a boss actually quite the opposite. I still feel they are to easy... Maybe add a boss to each wildland? A riddiculous AI cranks more terrifying things right now. The battlefield of Curgen and Kir got a storm-dragon boss but that one was not as tough as one of the elemental lords... Agreed on the rewards for most Wildlands (the Sword from Worlds End is quite good but I'm not to fuzzed by most other stuff). A Monument for 3 times Elemental Man

13 Replies 4,388 Views

Not sure if its an Issue with all AI Heroes but the AI Souvereigns seem to have an Leather Leggear (Greaves it was? the equipment worn on the legs...)Fetish. When the surrender to me each of them seems to have about 30 Leather Greaves on them without fail so far (had that with 4 souvereigns). No pressing problem I know but apparent enough for me to report it... The AI seems to handle other Equipp for Sovs / Heroes normaly. (since I can't take control of AI heroes I can't check with th

4 Replies 7,346 Views

Any chance the infinite negatives (infinite turns with negative initiative) gets fixed? Since its a fairly major bug I reckon (even had a crash thanks to negative initiative after slowing an AI in tactical)? Also other stuff in the game seems to go bonkers when going into negative balance...

21 Replies 19,078 Views

having escape still in book of Winds now that its availability is random doesn't seem like a very good idea to me. Balance issue though and a "feature" as of 0.90. Maybe put Escape elswere in the magic-tree?

3 Replies 1,941 Views

then he might not have been willing to. Had an odd related bug where after demanding the surrender and being offered it but not finishing the trade then leaving diplo (without doing anything else) upon re-entry the same AI with no other actions in between was no longer willing to surrender (but again after hitting next turn.)

4 Replies 2,217 Views

Just had a very apparent and repeatable bug with a ridiculous AI cursing my city with negative INI and thus the Archers actually landing at a sum of -1 Initiative (the penalty was listed as city which was obviously the -initiative curse). The unexpected result: Endless turns for my archers (and thus a very dead superior AI force) multiple battles / repeatable (in another city without the curse militia behaved normally). Seems like a gamebraker to me given how curse-happy the AI is at riddiculo

0 Replies 2,640 Views

I have also seen it harder to get certain Spells with 0.86. But this rather seems to be down to Leveling de-facto stopping after Level 10 now and Magic-Picks being random. So as far as I can see the error is with finetuning the system. Not the system itself (getting spells was ok with prior versions, rougly same system). Thanks to abilities (so presumably go the perks boosting them) going the way of the dodo with next beta and from what I have read in some developer posts tha

12 Replies 15,472 Views

1 Option is the "Sovereign's Sword" item (level 9 requirement). Then there is the Morrias Spellbook Quest which also grants Mana-Shield spell. I believe there is also a high-level magic-tech which grants it.

14 Replies 12,683 Views

Have experienced the same 0% hit-chance on second strike shortly on mouseover with the sword (with an 95% chance for the first strike).

4 Replies 1,619 Views

After reading that heroes where being curbed with 0.86 I was quite happy that their power was being reined in (they where ridiculous in the first batch of betas). After playing some games with the current public 0.86 (from start to finish, hard to ridiculous levels) build I have to say some things have went to far though and thought I'd share my opinon. First the XP-Split seems like a reasonable mechanics and how it is implemented with encouraging having heroes

0 Replies 6,273 Views

@ Frogboy: I also wouldn't argue that starting with low-level techs is anything near realist. That isn't my point in the thread you read (and that of some of the complaining players). The way the early techs are set up is just unfun (if it doesn't add to the game and is just in there for sake of realism why leave it in?) and if the fix would be to make them cheaper to not have it take long to get them, why not go all-out and axe them completely? That Kael decided to all

63 Replies 260,557 Views

Have hinted in other posts that I'd like this as well. So full support for this idea. I don't see how the killing of opposing champs is such a huge boon that it outweighs the strengths of the proposed way to get champs. Also increases the personal attachment to individual champs if you have to live through a story to get them. Plus killing champs also screws the AI way more than the player currently...

14 Replies 65,725 Views

Axing the very basic techs (the first 2 columns of each treee should be enough) and adding higher-level techs (3rd column) to the faction traits while not reducing the cost of techs in a major way (some condensation might still be worthwhile) has another nice touch to it: Considerable faction differentiation: I remember when in WoM there were Factions starting with full Archery. That was one of the few things giving a good amount of differentiation and was quite fun. If

78 Replies 203,373 Views

Voted more Quests but wanted to say that faction differentiation, more spells, better Buildings/City-development and focus on better AI especially in Tactical, are very closely behind (roughly in that order of importance). More random events whould be nice but isn’t all up there... Sadly this is not a poll where multplie answers are possible. Imo whould have suited this question here better. (at least chosing the 3 or 4 top options...). Since I'm sure many

142 Replies 289,720 Views

Well, please don't make the mistake to put people who like documentation, good usability, reduce bookkeeping and features who mitigate human weaknesses (like forgetting things, having a hard time finding things, not least thanks to language barrier ect.) and who hate if designers go gotcha on them with "finger-pointing, haha" mechanics (or even no notification at all of a show-stopper leaving a player scratching its head) in the same basket as people who like easy or dumbed down or incomp

32 Replies 89,450 Views

@ Sir_Linque: To offer a synopsis (for people not liking to read long posts / deviations from the main topic) of my long post above / explain my suggestion for a fix and in a much less complex way with much less variables to program and teach the AI than what you laid out under "another solution" (simmilar enough to roughly count in there): Divorce tac-move from strategic move, reduce the tac-move overall and give bows a move-penalty in tactical. (example: Move of regular un

218 Replies 398,837 Views

Is this a real problem of fair tactics? I rather fall into the second camp. Core Problem about the current implementation (0.77, possibly 0.80?) might be, that strategic move = tactical move and that thus tactical move is very easy to come by (I'm all in favor of keeping easy options to increase strategic move / maybe implement a waterwalk/flying/forestwalk/mountainwalk/pathfinder movesystem simmilar to MOM [without keeping the tac / strategic parity from mom], would make very

218 Replies 398,837 Views

This has been expanded in the following post: https://forums.elementalgame.com/416360 to include all fights containing multiple battles in a row. Hope its not anything else as well and this bug will be squashed very finally with the next patch, never being seen to raise its ugly head again. Ever. Much Kudos to all the testers narrowing in that bug, so also to you. :)

1 Replies 976 Views