Is it just me or is that path not optimal? It seems to be going through the woods when it could just go around.
Stupidity10
Ughhh... Is that the overpowered Fast trait I see? Bah, hills? Now i'l really be looking down on your AI! Haha, sry jk Ty for adding to tactical combat and the new scenery looks great Do hills do extra dmg to units also on hills or just units lower?
Placing units at the start of battle could be an trait, adds a little variety to the Leader Champion. Normally each army could just have a predetermined setup. No Backstab, when was that said? My biggest simple problems: Overpower needs reworked. Different levels? Overpower max 3/6/9 Defend needs reworked. Suggest spammable, +def +counterattack and special weapon bonus (Extra ranged Def for shield, Pike first strike counter, sword multi counter)<
Simple Fast Fun
Ya it's terrible and i'm worried about it's future. [quote who="seanw3" reply="3" id="3082280"] I plan to pop out new Path mods every few weeks as they are very modular and take little time to make. [/quote] Paths like the ones we already have or advanced paths? Ex Rogue ---- Assasin ---- &nb
Chapter 1: Sov doesn't really need a unique tree, it is already the only character you can cutomize yourself. Simply adding some unique traits would be enough. Chapter 2: Agree completly. I really dont understand why focus is a fire spell, wouldnt it make a much better mage ability? While I don't see them removing all numbered traits it would be nice to see less of them. Chapter 3: unlocking dual specialization would be a really nice addition, i
Because nothing we have heard shows any ambition for adding actual tactics to tactical combat? (3min rule) Please correct me if I am wrong
[quote] - Clear delineation of racial differences. In FE, especially when designing a custom kingdom/empire, racial selection doesn't come with any sort of indication of whether or not that decision is important, or how it might be important.[/quote] Of course [quote] - Spell Research. Sure it's convenient to just get all the spells as soon as one's hero advances to the right level, but it's also boring. Additionally, it takes away a play choice: in WoM I could
[quote]c) Research spells independently.[/quote] No, WOM had this and it was terrible. That said, it is way too easy to become an Arch Mage or whatever lv 5 magic is called. Personally I would fix this by making a mid-late tech requirement in the magic tree for lv 5 magic and an early game one for multi elemental magic. Also for spell differentation you just need more quest reward spells, ex Alchemy and Shadow World (Unlock mini schools maybe or a common quest to unlock a random
Cover bonus > Range penalty Battlefields are tiny but if your behind a tree you should get a dodge bonus or something.
[quote who="seanw3" reply="23" id="3079623"]As I've said earlier, I think a basic melee attack should only be able to kill 1 figure at a time. (if the attacker is only 1 human sized figure). Obviously large monster sized figures might can attack more than 1 ... but a 2000 damage champion killing a 20 person unit in 1 hit without using any special abilities seems kind of strange. If you want him killing a bunch of dudes, just increase his initiative or something ???[/quote] It'
A small bonus to champion strategic movement would be an interesting and simple experiment.
There should be a flee ability for assains that just removes the assasin from combat. With some kind of condition (Higher movement than enemies) or multi turn cooldown.
I shall join this chorus of agreement.
An original idea but I don't see it happening because it slows down games (as opposed to an XP giving Spell), you can lose troops and to be honest combat isn't that fun. 90% of people wont want to spend mana to fight unless theres a chance for loot or just rediculous exp.
XP split is a necessary change. Not only were champions overpowered but they made up too much of armies composition. With limits to army size and no XP split you will always shove as many champions into your main army as possible in an effort to feed them. With split XP, XP becomes a resource that requires management, adding strategic choices to the game and working against the one massive army strategy. I am positive it will be balanced by Beta end.
Couldn't agree with last two posts more, tactical battles need more terrain variance and a slight defensive terrain bonus would be an interesting mechanic.
[quote who="Grizzyloins" reply="4" id="3078517"]Well that is very encouraging because, as I noted in the MoM vs FE thread, right now FE has a chess set that is all pawns. Some little pawns, some medium, some larger and maybe sometimes an ineffectual bishop. Too easy to beat, very little tactical thought required. Just bring a bigger sword and whack away until they're all dead. More/better spells and a tactically challenging battle system are what FE (IMHO) is missing most at this point in
Sounds Excellent Magic ranged units might have a place as strong vs armored troops but just as expensive. Sooo happy that my monsters arn't so weak now, make sure you change quest reward monsters as well.Monsters should become significantly tougher if you can lv them not just an hp bonus but dmg/def and even new abilities at high lv. I like that your redoing Sov because as an umbar player my Sov is pretty bad. A cruel warlord is just a horrible idea.  
Accuracy is the problem. For balance and fun nothing should effect accuracy but like a +1-2 weapon bonus on magic weapons and the odd rare trait. Most units should go through the game without going above or below base accuracy. Example Swordsmaster: +2 Attack/ +1 accuracy with swords. I would recomend accuracy and dodge be scrapped but without them assasins seem kinda pointless. You just have to balance dodge against armor so that they are roughly equal and that assasins/light
In 0.77 the only full armor set I know of is the champion plate armor. In a later version of the game I would like to see more full armor sets, ones that you dont just buy from the shop and provide a complete set bonus. I know that you can find champion armor but it seems a little unrealistic to expect to complete the set that way, especially as new items are added. Ive only ever gotten 1 of the set myself per game(helmet/boots/chest). To make it possible to complete armor sets
[quote who="Markon" reply="1" id="3076273"]Encumbrance should not be a mutable stat. Heavy armored units are -supposed- to be encumbered. They hit less often and dodge less often, but take less damage.[/quote] I disagree. While I think you are moving in the right direction you are going too far. Having encumberance effect accuracy is a terrible idea, especialy when it also effects dodge (which it should).You end up with a scenario where units in the heaviest armor cannot hit units wit
[quote who="slik" reply="36" id="3076494"]Also, horses are beasts of burden that have been helping mankind on the productivity front, for a long time. (Oxen as well, but we don't have cows in elemental.) Maybe we could have some improvements that increase productivity, but require some horses to build. This might take some surplus horses off the map and give some more desicions to make.[/quote] Great Idea I'd also like to see horses for champions cost an actual horse a
Compounded by the issue that theres no way to defend against those spells. Spells like wither and mass curse that target all enemy units cannot be resisted and neither can Dmg spells.