[quote who="mqpiffle" reply="1" id="3097461"]I think there are still many issues concerning the core mechanics of the game which need to be ironed out prior to "moving on" per se, so I'm not sure which category to select to show my preference.[/quote] Magic Resistance Balancing Stats Encumbrance & Initiative Making Assasins/Defenders Playable and unique
Stupidity10
[quote]The champions have been getting a lot of attention. The idea is that each of them should have a fairly unique ability. This way, as you come to know the world, you know that if you get, say Adant Verris, that you’ll be getting Chain Lightning.[/quote] Solmyr! Some hero related quests to unlock unique traits/spells/artifacts would be great
It has been stated that there will be some kind of pre combat unit placement in the release version, they simply havent added it yet.
[quote who="DarkGaldred" reply="5" id="3096397"]I wish Dex affected initiative too[/quote] This. 5 Dexterity + 1 inititiative And rework dodge so it scales better
They are not. Ive never seen monsters attack AI cities or units. One of the most annoying parts on conquering the world is that in some parts of AI territory there is huge hordes of high lv monsters that attack you and any cities after you conquer them. If monsters attacked the AI those cities could not exist. Also I keep some lairs around for the exp they generate, the AI should consider this as well. Also when your territory expands over monsters they shouldn't run off,
[quote who="CdrRogdan" reply="1" id="3094703"] This actually isn't true. The champion may be missing traits but they tend to have higher stats. Given that the majority of traits raise stats I don't really see an issue with this. [/quote] True for warriors maybe, but mage characters are all about the traits. Whats a mage without evoker or spells? Your pretty much never going to get enough levels on a high lv champion to get them even lv4 in a spell trait and the low level
Thought I did [quote who="Stupidity10" reply="5" id="3094182"]You would still cast just as fast as if they were holding a knife, just without the actual knife... said that wrong It would be like every wand was also a knife, unless it wasn't.... Basically it would make magi have really high initiative anyway, they would just be able to hold a staff as well, unless staffs lowered initiative. In which case you would still cast faster unarmed or with a knife.[/quote] <p
At the very least it should be interesting, not just: Hey, look a random kingdom/empire champion standing around in enemy territory all alone just watching an entire enemy army approach, lets gank him for his sweet loot. Not really a fan of the current champion hiring system, its random an unbalanced in like every way.
They do need to make champions more powerful, they never increased their traits when they increased their levels. Champion used to be levels 1/2/3/4/5 now they are 1/3/5/7/9 but have fewer traits then levels. With so few level traits available it makes all lv 3/5 champions horrible mages and uninspired warriors. I stopped playing a warrior Sov because it was so rare to find a decent mage champion to back him up and even if you find a decent 7/9 mage his lack of traits cripple him beca
Great ideas [quote]For Kraxis - Phalanx - A trait. If possible this should require a spear and/or shield. This should provide an activatable ability that forfeits the units turn to gain 1 counterattack + 5 defense and + 5 dodge. This would reflect the defensive strategies they learned while far outnumbered by the fallen and fighting for their lives.[/quote] This one needs work, the ability to carry both a spear and a shield would be an awesome ability by itself. I alwa
[quote who="Wintersong" reply="46" id="3094465"] Higher base hp and less hp gained per level makes considerably more sense.[/quote] This + rework/add armors, 3 is not enough
I have found by testing that steal spirit doe sin fact work, it's just not explained well. With it I can steal lv 1spell traits that I do not have. I think the lack of quests is a bug because its new too .86 I have no problem with city spam, though id like pioneers to take like 2-3 turns to build at start. It would be pointless to work on this so early in beta.
You would still cast just as fast as if they were holding a knife, just without the actual knife... said that wrong It would be like every wand was also a knife, unless it wasn't.... Basically it would make magi have really high initiative anyway, they would just be able to hold a staff as well, unless staffs lowered initiative. In which case you would still cast faster unarmed or with a knife. My post on prefered solution:<a hre
Some Nice late game items added My only concern is that all the new items are late game, id like to see more early game items, especially ones you can buy from shops. Mage items especially seem absent. Isn't Glyph Helm old?
[quote]Right from the start you should be choosing between light armor, heavy armor, and robes. Early game versions of most buildings and equipment need to be easy to get. The pace of research is just to slow for it to be otherwise.[/quote] This is a really important flaw in the current tech tree. We should not just be unlocking heavier and heavier armor, even at the start we should be making choices between armors. Should we tech straight to chainmail or unlock a heavy armor side tec
Ive cast this spell in .77, it spawned 2 death demon armies but they didn't leave a tiny area and ignored the city 1 tile away I was trying to destroy.
[quote who="AAndrewKnight" reply="14" id="3093593"]Why would it stop them from attacking? Does it stop them from attacking in Master of Magic? Does it stop them from attacking in real life? In total war series?[/quote] Sry, misread your post. My Bad I still think that counterattack should be a trait and not built in to all units (unless only from defensive mode), that goes double for "locked in combat". It seems very unlikely that the Devs would change so much of basic
[quote who="ddd888" reply="2" id="3093420"]i really dont like it[/quote] Agree, at the least we need to know easily how many armies are stacked. The AI stacks like 3-6 mostly identical armies. [quote who="vieuxchat" reply="3" id="3093425"]We need a button on the UI to get to the next unit that has moves.[/quote] Agree
I would like to see basic stat modifiers not even show up, to reduce said clutter. A trait like rage (+25% dmg vs wounded troops) makes sense to display on the portrait but having a list of like 14 traits when half are +2 Str or +2 initiative is silly on champions. We can already see their stats.
Guaranteed counter attack does seem like it would stop all melee units from attacking, how about a system where defense isn't granted by shields but instead is a trainable trait that is buffed by shields and adds a counter attack? That seems more balanced, you could also add first strike to spears in this way.
I would settle for 2x2 but wasn't sure how that could be implemented as an upgrade. Guess you could just choose a direction to expand the fort in. So ya just an upgrade that increases an outpost size to 2x2 and increases range.
Archer/warg rider armor is all that comes to mind Also some units arn't designed to use platemail, its too heavy.
The important part isn't the militia, what we need is a zone of control. We should be able to upgrade outposts into forts, costing us maintinance but protecting an area of 3x3 and increasing the sight range. This would allow us to defend borders against AI's spamming armies of cheap troops. Also it awesome and makes sense, passes historically were gaurded, something we cant do with the guard command.
I'd like to see crude bows available with first weapons tech and some kind of starting armor, like a 3 piece hide set: shirt/pants +1 def and + def vs blunt, cloak + def vs blunt.
Second idea sound better to me, Dsraider. Add some armor to basic shirts and pants too.