There are quite a few completely different kinds of kiting. I see at least three types: Mage kiting with spells - mana costs should take care of that. Archer kiting with a bow - have limited ammo. Fighter/assassin dashing in and out - have an automatic attack against anyone breaking out of melee. And for everyone, have regeneration unable to heal more than N times your health per combat. Once it has run out, flash a message "Your body has been so ab
Tuidjy
[quote who="Frogboy" reply="33" id="3236337"]I love this thread.[/quote] Thank you. I am very happy to hear that you are following it. I hope that if you see something you don't like, you'll make it impossible in a future release :-) [quote who="Kongdej" reply="32" id="3236325"]I am always curious at your sovereign and important hero levels, and what levels your spearmen achieved[/quote] Aquillina is level 11, sitting in Blackstead, governing.
Thank you for saying this. It has been said by others, including myself, and when I have the time I will hunt down the links to their quotes. But I do not think ANYONE has said it so eloquently before. Once again, thank you.
Quick question: does anyone know how to check the critical hit multiplier?
Turns 67 - 81 The influence push is definitely working Turn 72: Aquillina really liked living in Blackstead. Her research kept her busy, the citizens loved her to the point of rioting whenever she endangered hersel
I do not know whether the AI settled on an owned tile in Ausland's game. But in my game, it definitely built an outpost on a tile that was in my sphere of influence. You can tell because its outpost is only one tile away from mine. Here's a link to the thread in which I reported it.
[quote who="Bellack" reply="59" id="3235905"]The Sandlot game is the more important part of this game and should come first.[/quote] It is to you, and it is to me. But the campaign is what will make or break the reviews, and there is a chance a campaign can be polished in the time left. For the right kind of player (read: someone like me and many of the Beta testers) the sandbox is enjoyable as it is, with home rules, modding, and a lot of tolerance for bugs. [quot
If you have Enchanters and Air Mage, you create an arcane monolith behind the city that's blocking you, and then cloud walk.
1. No, it is not necessarily a bug. It's not the quest for Mastery, either. The two quests are now completely separate. As for it being buggy, I am not sure. If you have the quest icon in your list, you can probably complete it. When I did it, I remember that I was wandering around looking for stuff that I could not get by clicking on the icon. 2. You can raise and lower terrain with the Earth school, but only if the target is out of your ally's s
There are no restrictions, but there are bugs. I believe that the slots for cloaks and ranged weapons (bows, staves, etc...) are improperly defined on henchmen, making the equipment disappear. I have not had problems with anything that was not a cloak, staff or bow in this Beta. That does not mean that there aren't other things that mess things up.
This should have never happened. The AI somehow built an outpost in the area surveyed by my outpost, and cut off my city from my capital. This picture is from the turn on which it happened.
I'm a IT professional as well (I'm still at programmer at heart, I just get paid more) and I usually get called to help with troubled projects. Fallen Enchantress does NOT feel like a troubled project, but it looks very far from completion. It needs balancing and polishing, but I cannot see that happening for a November release. No way, no how. It also needs content. The campaign can make or break the game. If I were called on a project like this,
Another phase over - the first war. Time for observations: 1. The game is painfully slow. My cities are nowhere close to having built even the critical buildings, I have dozens of undeveloped resources. At least two have been in my dominion since I founded my first city. I have three outposts surveying 2-3 resources each, and not one of them is developed. 2. You can no longer snake a city over a river. It seems very deliberate, because you could in Beta
Bug. You can't stack it. Some AIs do.
Yes. Many of the quests created by the quest map create inactive tiles, i.e. tiles that will not start a quest when a hero walks on them. 1. My hero buys a map from the store for 50 gold. 2. I click on the scroll icon in the army window. 3. An inn/ruin/cave/whatever appears nearby. It has the yellow quest scroll above its tile. 4. The champion walks to the tile, steps on it and... Nothing happens at all.
It's just a 10% bonus to your existing research. It all goes toward whatever you have targeted.
When you hover your mouse over the research value in a city, the text below the breakdown reads: The more research you r produce per season the faster you unlock new technologies. "your" should be "you". I would also put a comma in front of "the faster you..." but i have been known for cruelty to the common comma, so that may be wrong. ------------------ When you hover your mouse over the growt
Turns 55 - 66 The line holds. The line always holds. Turn 58: The spearmen defeated the Resoln troops by the border despite the
Yes, it is an issue. I've had it too - escort quest with the estate behind the Black Gate. 1. It make absolutely no sense lore wise. 2. You cannot solve it, ever. You can at best kill the noblewoman to remove the quest from your list. Or you can enchant her to be a healer, and watch her become level 7 (that's what I did) Unfortunately, she is an unit, not a champion, so eventually I had to leave her home, because she could not learn to ride.
The forums are inundated with posts reporting bugs, and much too often, one can see two or three threads dedicated to the same bug. Worse yet, many people post dozens of bugs in the same post, mixed with their opinions on balance or suggestions for improvement. And finally, some people report bugs in threads that on the surface appear to be about balance, design, or whatever... I would think that this makes it very hard for the developers to keep track of new bugs, and I k
[quote who="Jam3" reply="24" id="3234864"]Anyways I guess the question is if you were 25 turns behind where you are now in progression (which is probably where your opponents are) would it make a difference to your conclusion about heroes versus units?[/quote] I do not think it would make a difference, at least, not in the way you are implying. You see, the force behind my kingdom is still my heroes. Yes, I only use troops in enemy dominion, but these troops are only possi
I'm playing the game in a window in Win7. All I remember doing was changing the resolution to something different than my desktop's.
There's two things that may explain what you're seeing. 1. The mites may have left because the lairs were, for a considerable period of time, under the dominion of the player or an AI. 2. An AI army may have killed the mites, but failed to loot the lair, either because it lacked a champion, or because its champion thought there was something more important to do.
I called for a Master Scouts nerf months ago. The post was titled something like "Master Scouts" is destroying my enjoyment of the game . One of my suggestions was to separate it into "Pathfinding" and "Stealth", and then make them cost 2 or 3 design points. Then add some more pathfinding traits to heroes and units. There is something you must understand about my AARs. I use them to point out abusive strategies, problems with bala
It happens to enemies as well. This is one of the issues that MUST be gone before release, or the reviewers will latch onto it.