Quite a few problems with Warlock, still. While bugs have been ironed out, two constant complaints since its release have been it's poor strategic enemy AI, and its braindead diplomacy AI. These are important areas, at least if you're a serious strategic gamer (as I assume most people are, here). In tactical battle, both non-affiliated enemies and AI opponents make good choices, but even on hard difficulty it's relatively easy to beat the AI. And I'm fa
Glazunov1
Magic, except for summons. Map creation, except for the lack of larger maps. Faction individualization: coming along nicely. Quests: more of the same, please, and lengthier quest chains. Boss areas: very nice. Again, wouldn't mind seeing more of these in much larger worlds.
[quote quoting="post"]Champions must be out in the wild to gain experience, so when doing their job as Governors, they are not improving, and while improving they are not doing their job as governors.[/quote] This is the point I have a problem with. It is the reason I don't use Governors. Combat-based heroes gain skills that help them at what they do best. The idea of a hero type that has non-combat skills to offer seems to me sound, but then logic
Not all the time: about ten percent of the time, casting Growth on one of my heroes shrinks his appearance, instead. He still shows as having Growth on him, and still gets the effects of the spell--less dodge, more damage when successfully scoring a hit.
[quote who="thimon2k" reply="1" id="3162451"] this has already being reported. And this is not limited to .915. It was also in 914.[/quote] I was using PoF regularly and successfully in .914 to protect my territory. Never once had it reduce a unit to 0 hit points, then leave the unit alive. However, if you save, quit, and reload the game, the monster with 0 hit points will be gone.
My Pariden ruler can build stables for horses and wargs, despite not having researched the appropriate Warfare tech. Can't use horses and wargs, but in previous betas the ability to build the stables wasn't present, either.
Used Pillar of Fire to destroy a band of mites wandering through my territory. They list as 0/21 hit points, still showing a single animated unit from their group. Even hitting them again with that spell on the next turn, when they have 2 hit points, only reduces them back to 0--and they still exist. Plus, they're able to move and destroy outposts (which, supposedly, marauding monsters can't do, per Brad's comment a few days back). Quitting and reloading a
What I don't like is the fact that wandering monsters can destroy all buildings except the outpost itself, and that the AI can take over the outpost. It's as though the outpost is a physical building--but only to the enemy AI; while to monsters, it's invisible.
I've also had this in the latest beta.
[quote quoting="post"] My ranking of the current abilities are as follows: Pariden outspost spell. Territory is the buggest factor in this game, this spell circumvents travelling time, and training time of pioneers.[/quote] I've yet to win a small world game with many AI opponents, as Pariden. The outpost spell's advantages are negated under those circumstances, leaving Pariden with disadvantages--which only shows that there ar
[quote who="OrionM42" reply="151" id="3162726"] Anyways, mentally extending the joke, I couldn't help picturing Lawyers here. I mean, who else is positively obsessed with the concept of "billable hours" ? [/quote] Undead accountants.
[quote quoting="post"] ... the prospect of a new changelog for the next patch ! [/quote] Darn. And here I thought what you might have liked about a new patch would be the prospect of lengthy essays by players who have never created a game telling those who have for more than a decade everything they were doing was wrong, and how to replace it all.
[quote who="Frogboy" reply="1" id="3160983"]Monsters never target ouposts or resources f any player. If it destroys one it's because it got in its way. There north thing stopping you from building near monsters. You're rolling the dice. If you're tarty, you should build around monsters.[/quote] Never target outposts? Surely that's just another good reason to engage in outpost spamming?
[quote who="OMG_Shiro" reply="134" id="3160834"] Quoting Glazunov1, reply 133Quoting BlackRainZ, reply 130 NEED IT NOW There was a sword, back in Baldur's Gate II, had a reaction like yours, only to a lack of violence. What was its name...?Well if it is the same sword as the one in Forgotten Realms lore it is Khazid'hea, but I never played BG2 so I wouldn't know.[/quote] No, something else. -Oh, there it is.
[quote who="DsRaider" reply="20" id="3160840"] Quoting Glazunov1, reply 19I'm still seeing .915. That's after refreshing my window, by the way. Which is the new one....[/quote] Yes, but I've been caught in a time warp. So to get me free, you'll have to upload .916. As soon as is conveniently possible, of course.
[quote who="BlackRainZ" reply="130" id="3160817"] NEED IT NOW[/quote] There was a sword, back in Baldur's Gate II, had a reaction like yours, only to a lack of violence. What was its name...?
Think of it this way. If the latest version isn't available today, it will be because they're making a better game.
Heh. And for a minute there I thought you meant Emma Peel. That dates me, surely.
The "easy" difficulty level means fewer wandering neutral enemies, but it doesn't mean your sovereign is immortal or gifted with the Dirty Big Sword of Everything +3. You have to take moderate care, and it helps to read up on some of the enemies you'll face. Be sure to hover your mouse over these to see what kind of threat they offer, because in the early game, only ones listed as weak should be attempted. And bear in mind that the game is in mi
[quote]+ Doubled/tripple checked to make sure monsters like eating AI as much as humans (they do, players just notice when the bugs above helped AI).[/quote] I admit that seeing city after city set a square or two away from major monster lairs that never attack leads me to think it wasn't some odd bugs, alone. But I welcome this. I sincerely look forward to finding city-free lair zones.
Henchmen? I like. What about monsters getting cozy with cities set up within a square of their lairs, and never attacking?
[quote who="Yazari" reply="5" id="3153564"]Healer: 1 HP per turn seems pretty trivial to me.[/quote] Early in the game, in a stack that's badly hurt, this can make the difference between attacking your next lair or waiting a couple of dozen turns to heal up, or using consumables, or heading back to your nearest outpost/city. I'm not suggesting you should reevaluate your opinion, but I've found it pretty helpful in the early game. And for a p
A known bug. Fortunately, it only affects appearance, and nothing else about the spell.