The games I experienced the problems in were all started after beta 4. One was started before the hotfix for beta 4, which might explain some of the crashes. The other game was started after the hotfix. Regarding the move-bug, the units still have moves left. They simply refuse to move. Do you at Stardock not pay your hired staff enough money for them not to strike? ;) I even tried to press spacebar/pass button in order to skip this unit and get to the nex
thimon2k
I have not played that many games with Beta 4 though. I do not know what triggers "the unit not moving". I can select the units, the controls works etc. but the units refuse to move. I may need to sign some working contracts :) I have also experienced crash to desktop. One time it just stalled and another time it went directly to the desktop without the "I crash now"-windows box. I am not sure what happened. I do not have that much time to play games, but will try
I think I saw a support-forum for SK somewhere here. I got access through another post, but have not been able to find it again.
Sry to open this post again. I have twice now experienced at some point in my game, the units refuse to move. I can select them etc., but they refuse to move. It does not help letting them pass as the Shafer button still see them as needing to move. The solution is to exit the game (and remember to kill the process in the Task List too) and load. Has other experienced this? I also had a couple of crash to desktop, but cannot really pinpoint t
I have played the Tinker a few times now. I have noticed that Drogons experiences a drop in attack after he has chosen the Beast-skill. The beast substracts 50% from his attack. If he normally would have 10 attack, the Beast-skill substracts 5 from the attack - with a final attack value of 5. I do not hope this is working as intended. Further the Tinker's skill tree is very nice. However the skills that provide extra spells to be cast on items do not work. I started
From the last SK stream I think they wanted suggestions on how to improve the sovereigns ability so it is a no-brainer choosing this. Tyrant has coercion, which I think is a very nice ability. I think the Hypnotism is ok, but maybe it could be switched with some kind of scrying pool-building. After all he is the Wizard, he should probably know how to channel some of the essence/mana/power from other cities to this one city with the scrying pool. The
Have anyone played the Priest and experienced that you did not get the Scoundrel Hero, when choosing the appropriate skill? And besides the SK stream wants suggestions for the Priest ability, which is a no brainer aka Tyrants Coercion. I suggest switching the "random stat increase" with the Holy vision from the skill (one of the first choices, which at random times gives you choices of choosing wisdom gift or magic items, as far as I remember) as the Priest shou
But the Tyrant has the option of casting the Spell of Making (or something like that). Maybe the other sovereigns could have a similar victory condition: - Tinker building an "atomic" bomb device from legendary materials, which can act like a neutron bomb vs. dark creatures e.g. slaying all "dark" creatures with the radiation including the SK. Unfortunately this requires 3 cities at least lvl 6 with the building Tower of Manhatten in order to generate the necessary DUCK
The battle with the SK takes place on a large battlefield with some rocks to break the flatness of the field. No castles or the like as far as I remember.
I just finished a game as Tinkerer. Normal magic and difficulty, random map. 1. The sovereign skills given extra (ice) enchanments for your items does not work or at least they did not show up in the crafting section. 2. The crafting section should sort the ingredients into bins e.g. what others have said bin the items and write the number of avaiable items. Clouded topaz = 2 units. Further there is no need to show ingredients with no buff. For example I had a l
I can see that the Tinkerer has skills that provides extra enchantments for items. Could there be a skill branch providing extra summoning (and summoning support). One of the summoning could be some a (powerfull) genie/warrior/golem aka guardian/bodyguard The wizard should also be able to do the spell of making like the tyrant as an arcane expert. Could some of the skills provide extra powerfull overland spells e.g. worldwide spells affecting the world aka armageddon (sm
So did I miss anything besides the 6 reloads?
Is this episode only 11 minutes? Usually the episodes are at least 40- minutes.
Playing as Wizard and building a Magic Academy, no option for building Battle Mages were given. The battle mages do not show up as part of the options for building units. Please fix this as playing a wizard do seem kind of boring compared to the other sovereigns. And why should Wizard only start with a cast ability of 1 compared to other sovereigns casting ability of 1. At least the wizard should be able to have a cast ability of 2 or preferably more
Would a skill after the skill with +1 to cast tactical spell be an option placed late in the skill tree be a solution. I mean by the time you reach the later parts of the game you have probably also gained a lot of the skills in the sovereigns skill tree. Hence skill for pointing in the right direction of lieutenants would not be overpowered/misuse. The skill could have different names such as Evil compass for the Tinker, seek evil (displaying po
Frogboy, do you also plan to include the new crafting system? I believe that you have stated earlier that the January beta would include the new crafting system. Would it be possible for you to spoil us with some details regarding the new crafting system e.g. how does it work and can you craft anything under the stars?
[quote who="Frogboy" reply="11" id="3507640"] Quoting XWerewolfX, reply 9 Is just the priest coming in beta 3 or are all the remaining sovereigns coming in B3? I thought I remembered seeing that this was the beta with all the sovereigns and the DM being added. Is that still planned? I honestly have very li
[quote who="cardinaldirection" reply="23" id="3508759"] I was supporting your suggestion thimon2k, and agreeing with Heavenfall - that directly manipulating the doomsday counter is dull vs. doing so via second hand methods (like restoring or creating a shard); then piggybacking to comment on the consequential immersion break, exemplified by the Reduce Doomsday spell as it is currently in game. Addition: and again we agree - flavor text, and titles, definitions, etc. are extrem
[quote who="DsRaider" reply="7" id="3507466"] Quoting bmorris2, reply 5 Question: Can the priest get more favors? Probably they will get favors from sovereign levels. Maybe they could have access to a unique church improvement that gives them another favor when built, or how about w
[quote who="cardinaldirection" reply="19" id="3508732"] Quoting Heavenfall, reply 18 Quoting thimon2k, reply 17 Just wan
Just wanted to mention it here. A favor could restore a destroyed shard, giving you a possible resource, reducing the SK's power hence reducing the Dooms day counter.
Would it be possible to get the latest build of the beta (the one which Brad showed in another post e.g. priest) so we non-thanksgiving people can play with it over thanksgiving. Just like the last opt-in beta version.
Suggestion regarding SK conversations: Will dungeon master have an influence on the available choices during the SK conversations. For example if you are very brave you could have a choice of saying "F... off to the SK", while a high cowardice would (only) give the option of please let me lick your feet and spare my life. I will never do it again oh thy master.... [e digicons]:grin:[/e] [e digicons]*_*[/e]
Regarding the temple issue, I believe that it should be only a priest-building. The other soverign would have their own ways of dealing with thralls. Warrior: A battle cry on the sovereign skill tree which should be cast periodically in order to rally the people behind his banner and not be bored and influenced by SK. The battlecry has a waning effect e.g. lasting only a limited number of turns before being needed to be cast again. Tinkere/artificer: A recipe on the sove
Another question, will there be an opt-in of the beta-beta you have made so far. In other words will it be possible to play as the priest sooner than later?