Stupidity10

Stupidity10

Joined Member # 4220427
28 Posts 483 Replies 535 Reputation

Both warfare and civilization are necessary. Civilization to increase production and population. Ive never found the research techs to be that useful though, especially the latter ones, moslty its just the population increasing that drives higher research. Magic tech tree I find is mostly useless. I get the two tier 1 techs and forget about it, except to unlock a spell book or champions and quests if I want too. Only late game do I get t3 magic tech like sorcery etc. Ma

29 Replies 11,759 Views

[quote]+ Reduced accuracy per level from 3 to 2 + Reduced base champion accuracy from 80 to 75 + Reduced the base trained unit accuracy from 60 to 50[/quote] Seems like it will make accuracy and dodge traits better. As well as training grounds and axes. Worth trying. Hammers need some love. Both counter and backswing are pretty good but im not seeing much extra dmg on hammers.

73 Replies 65,656 Views

[quote]+ Fixed a bug that caused a unit to get an additional action after casting haste[/quote] This has been around so long I thought it was a feature Since the great old bugs are getting fixed, it would be great it we could get resistances to mass spells [quote]+ AI will sometimes raze enemy cities[/quote] The AI still invades my empire with pioneers to build 2/3 cities in worthless gaps along my borders. Gives me little faith that it will be smarter at

73 Replies 65,656 Views

I find the fact that once I have leather armor and weaponry 95% of monsters are no threat much more annoying than dying to the occasional Umberdoth.

40 Replies 43,572 Views

[quote]"Upgrade Quantities" [/quote] I really feel the lack in latest build, its a pain when my early and quest reward troops become so obsolete. Makes the potential trait kinda worthless as theres no future for units.

1 Replies 2,076 Views

Gatherer spiders... right of the start, 3 groups of 5 It would be nice if the spawn of these monsters was delayed till like turn 70 or something but thats as far as i'd take it.

40 Replies 43,572 Views

If Yithril is going to have no archers, than they would need somwthing like this. Throwing axes maybe?

7 Replies 40,488 Views

Buildings: Cleric: Costs 15 crystal, heals 2 hp per turn for garrisoned troops (Very early on magic tech tree) Allows purchase of a better healing potion and healers staff in shop. Stable: Halves production costs for cavalry trained in city. +0.5 horses. Can only be built in cities with acess to horses Weapons: Crude Dagger: unlocked with standing army. Just allows early cutting weapons Healers staff: + 25% health healed for spells<

25 Replies 16,277 Views

So wind shrill shave loot but fire dont? [quote who="Bellack" reply="4" id="3141986"]All lairs should have loot even if it is something minor like 10 gold.[/quote] True Also the big problem is when the monsters leave their lair to wander, sometimes leaving other monsters on their lair. When you kill the wandering monster the lair dies too, robbing you of future exp/loot.

6 Replies 2,005 Views

If they converted all your dmg to fire/cold dmg, that would make them more interesting and useful for champions. It would allow traits to buff them better.

10 Replies 16,036 Views

Currently the beta is a blast to play! The reason for this post is simply to talk about one weakness in the game to get ideas and highlight problems through feedback. As of .912 the magic tech tree is by far the least useful and fun. Some problems as I see them are: 1) Too much mana, once you have 3 or 4 shards you have pretty much an unlimited pool of mana. It would make more sense for mana per shard to be lowered at the start and increased from magic techs. Mana is a resourc

0 Replies 4,326 Views

Yes three stages seems like it might work. Also encumbrance lowering dodge might work. Knights are awesome in this version!

4 Replies 7,517 Views

Some changes to encumbrance seem to have been ninja'd in Medium encumbrance has been lowered to 40, from 60 and -1 initiative penalties have been removed from armor. I love these changes, makes it a lot funner to build advanced units, though its messed up a lot of stardoock designed units. TY Stardock

4 Replies 7,517 Views

Docks for kingdom say that they increase food per grain but do not, gildar do increase. Have noticed over multiple games.

0 Replies 949 Views