atlatea

atlatea

Joined Member # 4244330
2 Posts 87 Replies 284 Reputation

Always like that since the original Fallen Enchantress v1.00 Perhaps it's a bug, but if it stays like that since long long time ago, then maybe it's not a bug.

9 Replies 13,349 Views

Perhaps most of you guys doing it wrong. It won't work on desert. It only work on wasteland (the original buildable land that is now unbuildable due to the cataclysm from the war with the Titans). edit: To know if it's a desert or a wasteland, just hover your cursor to that tile, if it says desert then it's not a wasteland, otherwise it's a wasteland.

22 Replies 26,177 Views

Yes, the spell is called birth of summer for kingdom, i forgot the empire's equivalent. Or build an outpost near the wasteland tile to restore its tile yield. It's safer to just use the spell.

5 Replies 8,951 Views

[quote who="Chaosti" reply="17" id="3368871"]+2 initiative +10 accuracy +1 accuracy & spell resist per level[/quote] I'm surprised, i always give those traits to my mage units. [quote who="Chaosti" reply="17" id="3368871"]With a base 60 accuracy, the accuracy increases (along with an adidtional 10 from a training ground) really help. Ranged units don't get any swarm bonus, so you need all the accuracy buffs you can. As for initiative, more actions = more

19 Replies 29,224 Views

Right that's why i'm against giving warrior too many attack modifier by percentage. Because warrior are never meant to be one man army, they are for 1 vs 1, like in the original FE, mage is for going against massed number of weaker unit than the 1 vs 1 unit. Personally i don't find anything wrong with warrior. The only class i feel lacked is assassin, but i don't want to make judgement too early, i will wait another month after trying a couple assassin experiment.

34 Replies 31,731 Views

Yea decimate is a weak version of overpower. But imo it still good. Maybe put Decimate and the +50% splash damage to early level traits instead of late game traits. I like the idea about lethal but i think lethal being a % dmg bonus is too much, especially if it is +40 + 30 + 30, a total of +100% damage is too much. Maybe when you choose path of the warrior, instead of getting a +3 atk, change it to be +1% atk / level, just like Defender path gives +1hp/level. Or give

34 Replies 31,731 Views

Some suggestions from me. Maybe create a spell, maybe call it Mentor. It can have the following effects: 1) One time experience share, 50% exp of the mentor is given for free to the mentee, the mentor doesn't lost any exp. Maybe the spell cost is high, depends on the Mentor exp or level. Or 2) 2 Choosen heroes will be a mentor and a mentee, the spell cost mana maintenance, but these mentor and mentee won't have to divid

11 Replies 13,518 Views

Doesn't work efficiently though, it just increase its attack by a few increments, because 90% of their attack is elemental, so only the 10% that get increased. This is only for LH , if you play the original FE, growth increase elemental's attack, but it changes their elemental damage to physical damage, Ice and Earth will become Blunt damage, Fire will become Cutting damage, Air is Piercing damage. For mage unit, it won't change anything.

19 Replies 29,224 Views

From my experience, it depends on many factors, sometime i don't even pick any civics tech as the 1st tech to be researched. But most of the time if i pick civic first is just for rushing.

6 Replies 11,817 Views

Imo Mage is fine as it is, Defender is too, Commander seems fine too. It's other classes traits especially warrior (and also assassin) that is a major problem. They take too long for them to be useful, granted you can make them an archmage if they have spellbook, but this doesn't serve their purpose as a non mage hero. Someone once said these classes traits are full of filler, especially warrior and assassin. Warrior and Assassin can be good if you can reach the very e

2 Replies 4,569 Views

I like your idea. But i think there should be 2 ways to teleport items. One is like Age of Wonder style, item is teleported in an instant but cost mana, the amount of mana depends on hero level, item power/strength and distance. The other way is to build a Building that will allow some sort of carrier caravan that will allow trading of items without any cost, but it take some turns for the item to arrive to its destination hero. The 2nd way is kinda like Eador Master o

11 Replies 14,838 Views

Imo most important traits for mage units is +acurracy and initiative. For equipments, +fire or +ice damage, dodge vs ranged, +initiative. At later stage of the game, replace +accuracy with +hp or +spell resistance. +Dodge can also be useful but in ridiculous/insane difficulty, AI usually already reach the point where they almost always research +10% accuracy which will make +dodge completely useless. City enchantments can also be of a huge help for them. Like the +fire damage

19 Replies 29,224 Views

1st is Pariden. Reason is, well i want to state my reasons but everyone above already cover it for me. Then 2nd is Altar, i like their story and lore and their special sword that allow me to play counter focused swordmen units. And there is also their champion like henchmen. Rush ability is good for kiting enemy units if i use ranged focused army and also good for shock troops melee units, mainly for mounted spearman they are devastating with thunder spear + fire damage buff (Heart of

21 Replies 28,399 Views

It's much easier with custom faction and custom sovereign, especially in insane difficulty, i never tried it though as i hate making custom factions and sovereign, because it made the game easier (much easier actually). But here is some tips from me for the non custom factions for Expert/Expert difficulty and Huge World Map and 10 players (including you) , though i never tried it with factions other than Pariden or Altar. Pariden i

15 Replies 14,466 Views

Well, different people will have different opinion about this game. But i'll add another comments about this game, Differrentation wise, i think that has to do with we being able to play all races at once in 1 playthrough, if that feature is removed, there is a good differrentation. Spell wise, only the damage spells which function the same, to damage yet with different animation, other spells if you really pay attention to each of it, you'll notice that one do very

153 Replies 677,499 Views

Warlock is a good game imo, as someone said above, it is very MoM ish, at least to me, this game is the only game that made me feels nostalgic towards MoM so far. One of the best point of this game is Spell design, there is a debuff, buff, damage, heal, city buff/debuff, and what surprises me is that this game has global spells, which made me feels very nostalgic towards MoM, almost none 4x fantasy game has that global spells nowadays. Another aspect which is the best point o

153 Replies 677,499 Views

I agree, before a nation goes to improve its military or magic, first it must improve its basic needs (a.k.a civilization tree), and i think the tech tree is already good in term of its logic. But as said above, there are some techs in each of those tree which is useless. As said above, right now you just need first few techs of civilization tree to get the basic need to improve your nation, then you can focus on combat. It is the same with magic tree, you just need firs

29 Replies 11,719 Views

I agree with you about some spells, however not all spells are useful, and i think that is what phauren want to say . Admit it, most of the spells are garbage, useless, though several are overpowered. A spell that can remove any kind of buff must be included, both tactical and strategic. I want a spell like that since version 1.0. And major game

11 Replies 12,136 Views

No, that is not my point, my point is dragons and demons abilities doesn't reflect its cost, not that they're expensive for us to hire.

7 Replies 8,453 Views

Yes, i was talking not only about myself, but the entire kingdom faction. I don't know any other reason why kingdom always lose to empire other than that empire sion is overpowered. I rarely play empire though, last time i played empire was at v1.07. But i'm 100% sure now that empire sion is too overpowered because of their savage strike ignore armor, this is too ridiculous. You're right that archer is the best solution, but that makes archer is the only way to

7 Replies 8,453 Views

If you play without the new exe Frogboy gives us, 1.1 indeed have the same resources as before. But gold mine, arcane and lost libraries are much rarer than 1.09 is a fact, especially if you play at ridiculous difficulty, large map, and 10 AIs. And if you have keen eye and keen mind, you'll know the answer. Why gold mine, arcane and lost libraries are much rarer than 1.09? Here is the true answer, [b]that's because they replace gold mine, arcane and lost libraries with

46 Replies 26,071 Views

Am i the only one that notice empire is much more overpowered than kingdom? I guess this is because their Sion, when they get sion, kingdom is pretty much finished. I think it is because their savage strike ignore armor and their magic immunity, it's ok if they have only either one of them, but both? It's really ridiculous when my knights that has 300 armor got hit with full damage of 900 by those sion's savage strike, yet the description says that those sion wil

7 Replies 8,453 Views

I'm very dissapointed with the decrease of strategic spells available. I was hoping for any improvement for strategic spells.

261 Replies 144,244 Views