[quote who="DsRaider" reply="80" id="3127659"]What I want to know is if damage spells and staffs can be blocked by spell resistance now. [/quote] Indeed, any news on spell dmg resistance would be great [quote]armor is more effective against specific types of attacks (chainmail is better against cutting weapons, plate mail is better against blunt).[/quote] This seems pointless unless we get actual choice in armor. Right now everyone just uses leather then chainmail and
Stupidity10
[quote who="Bellack" reply="18" id="3124591"]Personally I like a lot of cities and am against artificial mechanics that try to limit this. [/quote] Agree, It's important though to prevent steamrolling or smaller kingdoms unable to defend themselves against larger ones. A system of diminishing returns on # of cities would be best.
[quote who="DsRaider" reply="8" id="3122901"]That said I don't think that will be enough. I would like to see a unrest penalty that increases as you build cities. You would be able to reduce this penalty through tech and improvements. This would prevent players from spamming right off the start and make it an actual strategy while still providing bonuses to players with only a few cities. Another problem that is tied in with city spam is city steam rolling. Acquiring cities thr
[quote who="WhiteElk" reply="12" id="3122195"]In general, I'm not really on board with the encumbrance system. It feels like its whole purpose is to justify different armor types. If that's the case, then I'd prefer the mechanic be dropped, and focus be on armor saves versus weapon type. With some armors having some movement and dexterity limitations. I don't know. But I don't think I'd be missing encumbrance. It just seems contrived, and having little fun purpose. [/q
[quote who="seanw3" reply="10" id="3121928"]It does occur to me that daggers and Impulsive are a glaring issue. Daggers would be equally logical to give a bonus to Strength or Shoe size. The light weight of the dagger already reduces the encumbrance of the unit. No need to add even more Initiative to this. Daggers should be better at Crits, plain and simple. No one has even argued the point, so to speak, as far as I can recall. The weapons that should be doling out Initiative are magical weap
Safe to say I agree with you. When 90% of items have both a weight and an initiative penalty it gets pretty redundant.
[quote who="OMG_blackmage" reply="2" id="3121635"]It looks like spell mastery has been seriously bumped. Markin has 99![/quote] I hope this is because they changed the numbers to balance better with dmg resistance not just a bug. Also seems unbalanced when a lv 3 champion with no SM traits/items has 69 SM and a lv 7 mage has 81.
I think it would be a much better game if quests/monsters spawned over the game so that we never had an empty map and didn't need filler tiles.
Dont really need full tile buildings with 1 tile cities, they should all be just 1/4 tile. But, ya this seems like it could work.
How do throwing daggers work than?
I'd be down with 9 tile limit if you reduced the size of buildings to 1/4. Limiting tiles makes sense but limiting buildings does not. If you want to build on a river/coast you only get 5 building tiles minus any adjacent resources. You may not be able to pick out buildings from normal scrolling view but you can always zoom in.
[quote who="Elrhamlin" reply="6" id="3117391"]It would be nice if some of the other elemental types had low-level spells with the destructive capability of the fire elemental spells. Right now, if your sovereign is only an Earth elemental disciple, they might as well go hide until they can recruit a champion with fire.[/quote] It would be nice if direct dmg spells weren't 10x as useful as everything else. It's more effective, unblockable and scales better than summoning, cursi
[quote who="keli2" reply="48" id="3115839"]but even then I think a little randomness within each faction would do good things.[/quote] yes, but there are much better ways to implement randomness than giving every player 2-3 of like 10 random techs the first turn of the game. If you have a Sov that specializes in fire magic and bowmen are you going to play a game where on the first turn it tells you that you wont get book of fire or master bows?
Deathshrill! FE needs more shrills, difference between fire/water/air/earth and shrill lords is too great. Any army that can hurt a shrill lord can just ignore all other shrills.
oh... good, never liked the defense system
What a strange post to find FE information. I'm all for 1 tile cities, as long as we stil get adjacency bonus buildings like lumbermills and docks. Too much of the map is taken up by useless filler tiles like fissures and lakes as is. The only problem I see coming from this is that it will be even harder to defend your land now from AI controlled roving army stacks.
[quote who="Elrhamlin" reply="10" id="3114424"]I just don't want FE to become a CIV clone. I do miss the areas from WOM where you had to lower terrain or raise terrain across a channel just to get into them[/quote] That reminds me of a related problem. Fissures I really dont like how fissures in FE are done, they are huge ugly pits at least 3x3 and usually just 3x4 pits. Fissures should be made something more like (1-2) x (3-7), like rivers you cannot cross instead of gian
FE Beta certainly at this point seems to be lacking the organic and full feel of both HOMM and CIV. In .86 especially with its lack of quests, exploration is not exciting or even that rewarding, all that you can really hope for is a treasure chest or a wildlands you can try to beat 100 turns later. The lack of diverse terrain is certainly a part of it and FE would greatly benifit from Savana and Tundra like fertile terrain and as you said the spread of plains everwhere makes t
Whats up with the waterfall lake right next to the city? Is it just decorative or does it have a function? Why has no one else asked about it, Is it just so rare that ive never seen one before?
[quote who="Tasunke" reply="47" id="3111660"]The key aspects that will bring it from a [5.5-6.5] to a [7.5-8.5] or higher will be as following: 1. Meaningful choices (truly unique paths in various stages of the game. Heroes, techs, cities, etc) 2. Unique and Flavorful Factions (Different races that play differently as a HUMAN as well as an AI) 3. Awesome User Interface (better build ques, better road visibility, better army visibility, better unit selection, e
This is good News! Does Int affects more than just single target curse resistance and exp? Are Int/Dex/Str closer to balanced? Are Assasins closer to being playable? These Issues really hold back beta 2
I honestly have no idea if its gonna be good Maybe if we could get a "best of" changelog?
[quote]- It is built (via a spell) by a Champion with Path of the Governor.[/quote] Nice Touch [quote]- It cannot be effectively cast/built within the tile limit of another City (default 8). ie. It will empty the tile, but will not create the outpost.[/quote] If this is on purpose it seems unecessary. TY, will try out
I like the idea of a goods resource but would make it more comprehensive. Instead of just recieving "goods" from buildings (bazzars) and special resources (Spice?) you could add both those things but make most resources have a "goods" value as well. Horses, Grain, Honey, Clay should give some small goods value that would make the nearest city a receive extra gold from caravans. It would be great if you could tax caravans that go through your cities as well. Goods could also have an ef