I think we should hold a vote on whether the changelist should return to its previous status. We can allow for months of comment in which people hail the idea or condemn it and say it's the worst thing possible, and Stardock can allow people to put up lengthy posts detailing just how their ideas for where the changelist should go are so much better. The above was not meant seriously, by the way.
Glazunov1
[quote who="Kalin" reply="61" id="3143744"]Looks like dodge is really getting the nerf bat this time around, heh. Oh well, looking forward to testing it out.[/quote] Accuracy's lessened, too. Won't cancel out--it doesn't work that way--but I suspect we'll see more defenders failing to move out of the way of weapons, only to not be hit when attackers trip over their own feet. ;)
I don't suppose there's a chance in this patch of fixing the god-controlled territories remaining god-controlled (save for the swamp god) long after your stacks have killed the gods, is there? No, didn't think so.
[quote] Shadow Warg: Cutting attack decreased from 14 to 8, HP reduced from 5 to 4, moves reduced from 4 to 3, Attack per level increased from 1 to 2.[/quote] Ouch. Well, my Clumsy, no-spellbooks-but-Life, Worg-summoning Pariden leader will just have to bite the bullet, cast Courage on that worg, and hope for the best. It's still a viable build, just more...challenging.&n
[quote who="seanw3" reply="1" id="3143461"]It heals all units instantly. I actually went to war once because I thought it was a colloquial term for the spell of making. A good spell, but I wouldn't go around announcing it to my enemies. [/quote] Yes, that was my inference from Altar's gloat that they were about to cast it, and take over the land. And as you note, if that's the case, the intelligent thing to do is not act like an evil conqueror in
[quote who="Heavenfall" reply="41" id="3143412"]Like any human in plate armour; they help each other. Even chainmail is impossible to remove on your own.[/quote] I should have used an emoticon to indicate humor, though I thought the remark about alliances was telling enough. I will do so, in the future.
Same here, on the ice area. It never did lose its ownership. But then, this is mid-beta, and I'd expect this kind of thing to happen.
I just got a boastful message in my current game from Altar's leader, that he's begun the Spell of Morion, and is about to take over the land. Now, if I recall correctly, Morion is the swamp god whom I defeated two games' back, and there was no spell attached to it. The thing was defeated, and there was a benefit that could be placed on a specific city. The swamplands opened up to access. That was it. Anyone else heard of a Spell of M
[quote who="Heavenfall" reply="39" id="3143327"]There was a request for some barding for the centaurs in an old thread. It's visual only, but it's an option. Or rather, will be, in the next version. There's a light version as well, with just clothing (what you get on normal horses for other factions).[/quote] Just out of curiosity, I have to wonder how a centaur would dress itself in armor. Presumably a good reason for alliances.
[quote who="Humility" reply="8" id="3143237"] Are you sure, because I just saw mage or archer attack because of clumsy even they are not in enemies's melee. But again I'm not sure about .912 but .91, .90 they do. if I recall.[/quote] I can only speak to my own experience in two games (in a third) on large worlds. Clumsy never has affected my sovereign's ranged attacks with bow or magical staff, or fired off spells.
Same here. Unlocked it, no crash.
Clumsy has only worked for melee, for me. It's a good choice for a mage sovereign, since I tend to use either fire bolt or a special longbow.
[quote]Well, Nok gains another level and, as you may have guessed, evoker is available. The dilemna? Well, I could also opt for the life mage which gives me access to growth and shrink. I like shrink and with my lack of direct damage spells, I, yet again, opt out of Evoker in favor of Life Mage.[/quote] Makes sense. Growth and Shrink are both very useful. In my current game, my melee (assassin-based) hero gets Growth applied at the start of every battle.&nbs
Did a thread on this myself, yesterday, and apparently it's a known bug. Only the swamp god's border drops after it's killed. The others don't. And another curious feature: you'll sometimes find odd results if you look in detail at the city where you've assigned the benefit from the god's death. After killed Vetrar, my city showed no benefits. After killing the swamp god, that city under the settlement details screen had a +1 to overvi
I have no idea what you went with. The choice is yours. For myself, it's not even a question: I'd go for Earth 4, as Evoker will reoccur, and you can buy a fire book to start up the path to blissfully administered direct damage.
Got the strolling assassin demon, too. Lost my city to it. Still plenty of time to tweak the placement of first cities.
[quote who="Kantok" reply="9" id="3142067"] I'm not so sure that's the case for two reasons: 1. Procipinee's background makes her a caster. Trying to turn her into a melee fighter will never result in a good melee fighter. Of all the solutions to "I don't have a good tank" that the AI could come up with, turning Procipinee into the tank has to be the worst available. [/quote] Where did I write that the AI did this becaus
Well, I'll keep an eye on it, then. Maybe have a unit hang around in the area.
[quote]I'm not sure if this is the AI not leveling their heroes properly or if she just had shit luck in the random trait selection department. Either way, something should probably be done to ensure that heroes, and Sovereigns especially, develop according to their lore and character. At least moreso than Procipinee did here.[/quote] I suspect the AI couldn't find a decent melee-type champion, hadn't gone with the Warlord background, and decided its best op
[quote who="Kantok" reply="5" id="3142028"]All (I think) of the Wildlands are bugged at the moment. I just continue to post the problems with them as I find them and figure they'll be fixed when they get to them. In regards to Vetrar (the big ice guy), I've cleared his area completely of mobs, as well as those than wander just outside his territory, on more than one map and haven't been able to settle anything. The Wildland border never fades. I
[quote who="Supreme Shogun" reply="3" id="3142000"]I had a similar encounter where a AI sov hid out in another AI's territory. I found this out after I took over all its towns. I guess technically the Sov could found a new city somewhere if it made it to some open space, yeah? I was able to defeat the AI again and having no city to flee to - finally registered as defeated. [/quote] Thing is, it's not a sovereign. It's a huge god
[quote who="Winnihym" reply="1" id="3141901"] Didn't kill everything, then. Some monster may have run outside of the boundaries and be wandering that still is tagged as part of that place.[/quote] Have you taken it over and claimed its contents? Because my understanding was that only the god had to be brought down to remove his ownership. That's the way it happened when my stacks killed the swamp god, and I've done that in the ice regi
You click on the shard, and it grows a yellow border. Down below, where you normally have the city bar, you should have a bar showing the shard, with a "build" button. Just click on that.
I defeated the god who controlled the ice region--don't recall his name, offhand--and all the smaller enemies in it. But the land still shows as outlined in dark green, and any attempt to drop an arcane monolith inside is told it can't be placed on owned land.
[quote who="DsRaider" reply="9" id="3141742"]I think that due to community feedback and the fact that a lot of lairs spawn mini monsters now they have decreased the aggressiveness of the large stacks of monsters that sit on lairs.[/quote] And I'm sure this will re-balanced. FE's a work-in-progress. It's not really the kind of thing that needs to be pointed out to Stardock, but it is odd enough to draw comment from us.