[quote who="Humility" reply="2" id="3139545"]they was effective before beta 3, but now they not that effective anymore.[/quote] They were effective before beta 3, but now they are not that effective Sry but your english seems a little rough On the topic of staffs, they do seem undepowered if you consider their costs. Especially fire staffs because every other artifact/item protects from fire dmg.
Stupidity10
[quote who="DsRaider" reply="23" id="3138345"]Does recapturing cities halve it's population? It shouldn't. [/quote] This [quote]+ Evoker traits reduced form +50% spell damage per level to +25%[/quote] I am just so happy with this patch
[quote]+ Captured cities give an Occupation unrest penalty if you arent the player that founded them. This starts at +50 Unrest, and after 20 turns begins to drop 1 per turn until it hits +25 where it stays. A player never has an occupation penalty from a city he founded (if he retakes it).[/quote] [e digicons]:thumbsup:[/e] It would be great if there was military techs and buildings that reduced the effect of occupation unrest. The gallows and prisons could be updated to dea
Seems Like 2) is because tiles count as river, even though they look like fertile ground and arn't on the river
[quote]AI: + Monsters more aggressive about going after nearby cities + Injured AI units will stay in cities to heal + AI strategic spell casting revamped + AI is much better at flanking a strong point to attack softer targets in rear if it is aware of them + Fixed AI bug where it would not select a proper quantity and thus not build a unit + Fixed AI bug where AI armies would get turned into army groups but then disband causin
Look Ma, no hands
1) Weird barren spots on the map. They show no resources even if fertile land and buildings cannot be built on them. They seem quite common as my last game had 2 beside my capital and ive seen them before. 2)Autocalc uses up all a units movement, whereas controlling the battle doesn't. It's been said before but it was awhile ago. 3)I keep getting the option to rush buildings for negative guildar on their last turn. Not always though. This gives me money.
Same problems here
It wa said that eventually FE would get a tactical unit placement system. I would much rather Tarth get a special ability centered around this, hopefully the whole initiative bonus in small groups is just a placeholder.
GJ with the fixes Ive been playing a modded version with your early balance fixes and they work well Biggest problem right from the start though is how much of a difference 5-7 armor makes, if you get lucky and pick up two pieces of armor/shield you can basically ignore all early units and monsters.
Mage characters as of 0.9 are still very shallow and could use expansion. In previous comments and posts I have railed against evoker and the shallow nature of mages is probably the #1 reason for it being OP. In many ways mages seem very incomplete. After a hundred turns of questing your inventory should look something like this: Mage items are incredibly rare and most are
[quote who="momosa" reply="12" id="3136181"]A proper test would be to see if he can beat the slag without any help from you. If so, then he might be over-powered.[/quote] No, mana may be a resource but that doesn't mean you ignore it. It can still be unbalanced or exploitable. Technically a Sov weapon has a price, doesn't mean a fair test is limited to fisticuffs.
Thanks for this and all other hotfixes [quote who="DsRaider" reply="5" id="3136150"]I believe it was originally Seanw3's idea but to balance Stoneskin maybe reduce or remove it's blunt defense. It would definitely go with the increased emphasis on weaknesses.[/quote] Yes I liked that idea Armor defense values seems too high
[quote who="Dhuran" reply="59" id="3135822"]I love the different element specific counterspells. That's the type of thing that magic-centric games should be made of. Basically anything that adds to the flavor and utility of magic, I love. More of this please! It would also be cool if magic got its fingers into all the other systems of the game. Also, death/life magic counterspells?[/quote] Only fire, cold, poison and lightning have their own dmg type so only they can be resisted s
Oh and Canyons are sorta generic and clash with a lot of environments. They look awseome in some wildlands and decent with fallen fertile ground but in wastelands and human fertile ground they just look odd and help create bad starting locations. I think they would be much better as 1 tile wide and exclusive to certain areas.
Great Thread, I strongely support: Rocky hills: Too much round n brown going on Lakes that arn't coast: especially in swamps Forests that partially climb mountains: Helps world feel natural Desert Rivers: Will reduce the meh of huge brown zones
[quote]Every champion should have a unique ability[/quote] Seems like what thier going for Good ideas
[quote who="Frogboy" reply="41" id="3135721"]# If I am building up my infrastructure then I'm not training a unit. That is a trade off. # Whenever you gain a city (conquer or found) you are diluting your growth speed. Fewer cities grow faster than more cities. # Raising taxes lowers your research and production but provides capital to buy things sooner at the cost of slowing your natural progression.[/quote] Except the game never forces you to build troops so you build t
The main problems are that armor ratings even on leather is huge, AI dont attack often and monsters suck. Even with just a shield and 2 leather oieces you can ignore attacks from axes and low level monsters. Monsters are generally laughable compared to even the starting Sov so you can just grab all the nearby loot and clear up the neaby lairs without even building troops. The AI, especially friendly ones never seem to attack you, ive only ever been attacked by Yithril and they
[quote who="DragonRider862" reply="27" id="3135655"]The only alternative is that it's supposed to be focused very heavily on the Sovereign's adventures and questing. But if that were true, then why is the overwhelming majority of design space dedicated to city-building, resource management and civic infrastructure while your sovereign's magical progression is handled via a simplistic experience system?[/quote] That or randomly assigned techs
No such thing as recruiting or strong quests
[quote who="Lantros" reply="18" id="3135625"]What is a nonpathetic monster?[/quote] What I mean is that 85% of monsters you encounter can be easily killed by your Sov, most games I can settle like 3 cities and clear out all the monsters without even stopping to heal. Trolls, panthers, ogres, darklings, spiders all can dominated by Sov
Snow, maybe at the extreme north or south on some maps Desert river, some lush grass and bush growing by rivers in wastelands
Fair, mostly due to skyhigh armor values, unblockable mass spells, Gilden getting heavy weapons and armor without encumbrance bonus, Yithril becoming more generic, shallow spell dmg system, annoying random techs, shallow Blood traits, no Umbar/Capitar and pathetic monsters. Slave lords, graphical refinement, iron golems, new loot/spells/quests are good though.
A playthrough of a Large map as Gilden with standard number of players and a few irrefutable truths. Started the game with a neaby 4/4 tile on a river and forest with metal. The river flowed far enough that I thought I might be able to settle a second city on it. So I sent my Sov in that direction found a wooden shield cast stoneskin on myself and cleared out the monsters. Screenshots from a couple fights: <img src="http://img20.imageshack.us/img20/719/trollvictory.jpg