Blackmantle_

Blackmantle_

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

Have to chime in with the: Don't do it until the AI learns to handle fights. Right now it seems like a mechanic which improves the fun by helping the AI and I would not like it to go. Later on when the AI is better this could be revisited... Number of Wounds = Kill might still be more interesting than random chance by all accounts...

16 Replies 5,060 Views

Did you do the epic arena quest giving Legendary Gear to your smiths after finishing off some obsidian golems? Because there seems to be a repeatable crash-bug with that. Of course its possible other stuff also corrupts saves. :(

7 Replies 13,819 Views

I like mega-champs. If you earn them and other options are at least roughly comparable (there should still be dangerous stuff / possibly enemies that do direct damage ect. similar if not as overpowered as the 3*Strength (In WoM there were 3 different abilities that did that I believe. Crushing blow being one of them) in direct damage from WoM... Which was immensely threatening to most stuff back then.) Progression / Split-XP ect. (plenty of suggestions exist) might all have to be tested

27 Replies 16,786 Views

Possibly hamstringing the AI, giving a disincentive to pick magical-perks, costing mana but no upkeep, keeping neutral heroes from casting in defense if attacked (should get a pool maybe if the recruitment mechanics isn't changed into something more interesting either imo...) Like the lore. Don't like the mechanics. Don't see much in favor of it from a gameplay perspective. Seems like a clunky leftover from WoM which has outlived its usefulness... Not even su

25 Replies 67,890 Views

Just a word of warning: Might not want to complete the final leg of this quest currently anyways since it bugs all following save-games making them unloadable and thus forcing you to win the game afterwards without a further save / reload / crash... :( (as visible in another thread...) And your smiths do get the ability to equip all your units with legendary weapons (not sure about armor, very nice if that is possible...) if you do complete the quest. Still a bad idea. For a reason

5 Replies 11,322 Views

@ Garisi: Cause it was included in the magic tree (a good idea imo) and implemented in the game way better than it ever was in Wom. Cutting needless complexity while at the same time making more ineresting features is a good thing not a bad one... :) Also not much in favor of spawning new lairs / quest locations by tech. Then I'd rather be in favor of events. To much world-stuff determined by the players action is not something I would look forward to. Actually quite

7 Replies 3,590 Views

Ahh, thank you for finding the reason for this most annoying of bugs. :) Always presumed it was late game / lots of stuff in the game (or turning auto-save to every other turn, clicking multiple parts of the GUI each turn on my crappy XP-Desktop as Mr. Frogboy so eloquently put it in another thread. :P) and shelved the beta in frustration for a few days each time because of it, given my time is rather scarce this might have actually been a good thing for me to happen. :P. <br

5 Replies 12,223 Views
Reply to Enemy Champions in FE Beta

Also mostly agree. Personally favoring the Heroes from Quests approach (making their significance to the game and the story told in it even more personal). (A quest for each hero would remove a double-layer mechanics at the same tech where 1 layer would be enough. Might even save resources for memory ect and increase the number of possible quest-spots on the map. Heroes are often found in inns aren't they? :P) If the MoM-System could also be implemented I would sure be all

41 Replies 32,408 Views

I'm rather on the side of: Increase ways to get extra movement and / or ability to get some kind of terrain-walk/pathfinding simmilar to MoM (whould make a good Perk/Perk-Tree imo.) to all units making them faster (which also might help the AI) and make Teleport weaker in that way side of the argument. (Doesn't exclude nerfing Teleport of course. Against removing it completely. Maybe up the mana-cost ect.)

38 Replies 94,564 Views

I think what you observe stems from genuine difference in Level. The Magic-Power you seem to be describing is from at least a mid-level magican (around Level 10-15?). To have a fair comparison you'd have to fight mid-level regiments (city-defenders are by default green. Maybe that is an issue worth fixing?). Not sure if you actually did fight equal Level regiments (So at least Level 10 possibly higher). I run around with a party of heroes who finished of a complete Wildland (Plaguela

12 Replies 3,121 Views

I do agree with you here Renevent. I do see the beta point. Very happy they didn't release this officially yet since it seems a real gem in the making. I can handle crashes and like rough diamonds. What I didn't had was corrupt saves in WoM. That is something I find sucks the fun out of testing (having not the remotest problem with setting autosave to 1 turn and reloading on crash) but having to play a full of 4 hours again and not hav

41 Replies 20,918 Views

9%-11% drop whould be sufficient I reckon and further adjustment is still possible. 3 is most definitely to low. Doubt it would need to pass the 20% mark to be sufficiently rained in. Needs active testing. No more "3-hitting" Elemental Lords please. What is even worse though is the lags happening after a maul attack / seems to be related to the recalculation. That should be fixed. In an Arena-fight-series (Level 5 adventure) it seemed to have caused an OOM all by itself. <br /

6 Replies 3,640 Views

Sorry having edited the last post to make it complete (so the forum doesn't eat it. I hate it when that happens): Compared to see: Last paragraph of my last post... To make it short: Impulsive and Sweep + good Melee Equip. (just to give one example. Seems to be easier to aquire in my experience) Or good regiments + Enchantments and possibly ranged weapons. Overkill perk is not needed for melee thanks to sweep and easy possibility to boost (Growth, Giant Fo

12 Replies 3,121 Views

I'd consider that powerful but balanced compared to other things. Speelcasters are much harder to make powerful (still very much possible) than using Melee (Maul comes to mind but also lots of other more in-line stuff...) and you have to pump some resources / perks into it. (also makes sense: You want your Mages to cast and be fast...) Its a byproduct of the initiative-system and imo a tactically sound option. I have to say I like the initiative system quite alot a

12 Replies 3,121 Views

The same happens to me. After a crash certain saves seem to have been corrupted...

1 Replies 2,178 Views

9% or 11% for a first step sound sensible imo. further towning-down if needed. Doubt it needs to pass the 20% mark to be rendered appropriate.

18 Replies 11,168 Views

Agreed on the Berserker Axe. The lowering in accuracy should at least be 7 % per attack maybe 9. One-Shotting Troll-Shamans / Warriors is heads above even the best other options including rare perks. The Ruin of summer battle was close but it still died to this Monster of an axe. More later. Have to say though the game got even better after playing a while. Still a bit below excellent but well above good. Sadly the crashes also got a bit more frequent as the g

1 Replies 3,181 Views

Even without hovering over settle (to plan out a game with easily available information without going through unneccessary UI-Hops) Imo there should just be an option/overlay to show tile yields. Standard since Civ 1 / Mom. I see no need to deviate from that. The graphics are allready in. So why not have an extra tab / minimap-tab who does that... Yes tile tooltips does this but scanning all tiles can be tiresome... (fine for beta, doesn't feel alright for a finished product).<

7 Replies 4,973 Views

@ delad: Since I had the same issue here a way to find it: In my account you can look for fallen enchantress and let your serial number be shown there. Hope it works for you as it did for me... :)

115 Replies 148,304 Views