The mockups/descriptions are vague enough that this is all highly speculative, but: My main concern on Legacies is whether the AI will be able to track and correctly respond to/play around Legacy effects. The Traditions mockup reminds me of Metaphor: ReFantazio's Royal Virtues. From prior description, I expected something more like the current level trees for heroes, except applied to factions? This system seems less versatile than that? I think it would be cool if som
Arcayer
This reminds me of the Faction Law system as per Heroes of Might and Magic Olden Era (which is a very good system) As I keep harping on, beyond else, I'd really like to see everything in the game actually work, in particular, accurate auto combat, and thus, AI vs AI combat. I can't actually advocate for new systems when I don't think the old systems are technically sound. With that said, making fame a more interesting resource does sound fun. This also gives more room fo
Regarding the art, I think generally, elemental looks good? I would mostly maintain the artstyle as is, while increasing diversity. With that said, my number 1 ask would be improved mod support. In some cases, releasing guides might actually be more valuable than actual in game code. Mod tools to assist in importing mod made models would be great. As having good mod tools causes the game to accumulate content faster, I expect that having these sooner rather than later would be positiv
It's looking like Stardock's vision is pushing towards a model where pre-game choices weigh less than they do now, in return for more in-game choices? My largest concern with this direction is that the factions/characters become generic/repetitive. For instance, the new hero system sounds like every faction gets all the same heroes? Which also means that every hero is as willing to follow any faction as any other. They don't have any particular drive that the world should be one way,
1- AI plays fairly, using all the same mechanics as the player. Auto battle enacts real battles, which are played quickly, automatically and without graphics, and is not a lossy approximation that ignores major mechanics. In order to maintain challenge, I would give every faction a power level score. Some factions are just better than others. Allow faction boons to be given at game start to further specify faction power level, for instance, +10% income, which increases faction power level sco
Creating heroes isn't actually that hard using xml. Go into Steam/SteamApps/Common/FE Legendary Heroes/data/english: Core Units Copy A hero to My Games/LegendaryHeroes/Units Create a sovereign using the normal method. Replace the copied heroes internal name, display name, equipment, abilities, backstory, model, skin, soundpack, animation pack, skeleton, model type, eye texture, color_X, race type and allegiance with the data from the generate
Playing to win is too loose of a statement for an AI. Obviously, for a game of a certain degree of sophistication, a computer can't outplay a human. That's just the nature of dealing with a computer that's, at best, as smart as a fruit fly. So, the AI cheats. That's the only way it'll pose a challenge. If it cheats enough, it'll win. (Technically, an alternative exists, which is to insert a "mini-game" that the AI is very good at. For instance, the AI would be
The computer plays too differently. Imagine a game of chess. You make the first move, advancing your king pawn forward two squares. The computer replies by moving his king pawn forward 4 squares and declaring checkmate. You sit there, incredulous. You say, pawns can't move 4 tiles. You say, pawns can't ignore collision. You say, pawns can't take forward. And, even ignoring all of that, you have two pawns in position to instantly take this insane piece. <p
Invincible can show up twice on the action bar. I believe the problem is caused by the fact that it is unlocked by the level ability even though the ability already auto unlocks. The ability that grants Invincible reads- Unit UnlockCombatAbility Invincible Caster is immune to physical damage until the next action</Provid
Right now Assassin's strike doesn't seem anywhere near as effective as it says it is. I suspect the spell was supposed to increase attack by stamina * 3 not by stamina * 1. Assassin's Strike reads as: Unit DefendableDamage UnitStat_Attack_Pierce 1
UnitStat_SpellDamage increases the damage of abilities, for instance, Impale. As I understand the stat, it's only supposed to affect spells.
I have not yet seen the doom counter matter to me. Right now, I always accept more doom.
Summon Lord of Night- Permanently reduces mana generation 30%. Summons a demon mage hero. Blood Edge- Pay half health to do an equal amount of damage. Absolute Blade- Deals attack times 3 damage to the target for each previous time Absolute Blade has been used on the target this battle. Charge- Double Attack for next action. Unstable- All stats are increased by 30%, but this unit dies after one battle. Momentum- Each time this unit is struck, Defense is
The AI is too stupid. Auto complete battle gives inaccurate results. Often, especially late in the game, I have to fight an extremely large number of battles per turn. The battles are often, individually, easy to win, often at little to no cost. However, together, they can take a large amount of time in order to win. Auto complete battle will often result in defeat, and is thus, unusable. This is often true, even when leaving it to the AI to fight the battle produces similar r
Watching the evolution from base principles to final results. In essence, customizing factions and then learning how to use them well. Learning the implications of each ability, how they fit together, etc. Note- this applies as much to flavor as mechanics. Learning how the faction wins is fun. Just learning how the result looks and feels is also fun. Basically, Elemental's strength, is that it provides many early decisions, both in customizing sovereigns and factions, as w
Something I'd like to note after playing with Delin, I used an extremely high initiative hero (Gallowman with multiple layers of celerity) and as a result Delin would unspawn before moving. Nevertheless, by casting grave elementals on top of Delin, I was able to give Gallowman repeated gravewards, making him near immortal (granted the real power here was Gallowman's consume spirit, which paid for all this.)
Does guardian blade work? It says it doubles my counterattack damage, but I don't think it does.
The way I got three of the umberdoths, was by exploring the caves in that one wild lands, and taming the three umberdoths in the related encounter. I didn't reload, though I did get lucky. I used cautious and escape scrolls to redo the battles multiple times.
Bleed- Does the assasin's end of tree ability do anything? Either the documentation and tooltips are too weak, or the ability is broken. I cannot get this ability to do anything at all. Tower Shield- The sentinel ability that gives you defense when you're attacked stops after the first hit, making the shield far weaker than it says it is. Okay, so, when air elementals fail to knock an enemy away from them, they can knock them into the targeted tile. This time
Something to note- The new cautious sovereign ability that lets you run away from combat can be very powerful in the hands of a beastlord.
When two iron-blooded factions fight each other, the side that uses Guarded Strike first becomes untargetable by their enemy's guarded strike. Any attempt to guard strike them will result in an error message saying the unit already has that spell cast on them.
Some glitches I encountered recently- I was taming beasts. I would web everything and tame the enemy one by one, passing on most of my turns. However, partway through this process a glitch often occurred, where a beast I had tamed suddenly got infinite turns and nothing else was capable of acting. I noticed that, if I tamed a beast with a full army, it would spawn as a separate group after the battle. The important thing here, is that it would still appear after the
I stated that beastmasters are too strong, not because they can access high level beasts per-se, but high power beasts. Namely, my strategy for winning with a beastmaster, is to find some cave bears or the like, tame them, use those to gather some skaths or somesuch, and then you can grab corpse spiders, great wolfs, giant rock spiders and ravenous harridans. These fights should happen at about a pace where you sacrifice one army to get the next. If a resist check fails at a bad time, it fall
I actually like spears mechanically. Spears are too strong, but a simple reduction to attack would deal with that. Of course, there is a second problem with spears- they're more available technologically, such that I generally end up being forced to use spear men whether I want to or not. When you start, you only have three weapon choices. Except, you can't build shields, so the mace isn't viable. War Colleges and Blacksmithing are both highly desire-able, and give
I once approached the question mathematically, trying to maximize production per turn. I think the answer was something like 16. Or, to put it another way, optimum unrest per city is 50%. You get stronger per city until you surpass that point, then you get weaker. Of course the benefits start out big, but curve near the edge. Going from 0 to 3% unrest is much more important than 40 to 43%. In the end, you should just put a city in every location that is-