One way to help balance the current magic system would be to increase the level requirements for unlocking higher level element traits. Right now level one(I) is available at level 1(on creation), II > 3, III > 5, IV > 7, V > 9. With the way champions are currently set up, it might make more sense to change the unlock level structure to : I > 1, II > 5, III > 10, IV > 15, V > 20.
mqpiffle
It's called non-aggression pact. But, yes, the diplomacy UI and some of the features are...a little weak at the moment.
[quote who="Wizard1200" reply="85" id="3237250"] quoting post Regeneration doesn't heal in tactical combat Eeeek, i think that change makes the spell useless. It would be better if Regeneration heals 2 HP and does not scale with shards.[/quote] Not true. And something needed to be done to balance regeneration. I hope regeneration as a monster trait is still in, however (trolls.)
[quote who="seanw3" reply="12" id="3236828"]Can the mana go up in proportion to the spell power? I guess +5 mana per airshard would be a good balance.[/quote] OMG I wish...I have been lobbying for this since WoM. Thanks for making me cry, Sean.
I think having monsters, AI civs with more ranged and spellcasting units would be a great counter to regen. Also, there should be a spell / ability - which the AI would know how to use properly - that can remove targeted enchantments or spell effects from a unit.
Assassins should also be invisible, teleport, fly, and never fart!
Intelligent monsters (troll, ogres, darklings, etc.) should spawn more spell caster and ranged types. Why are the no boulder hurling ogres? I haven't seen a troll shaman in forever.
Absolutely. I would think +1 init +1/AS for 10 mana would be more than fair. [Edit: I also personally think Haste should have a dodge component to it, something like +5 / +3/AS.]
I'm thinking that pretty soon we're going to have to bring up the "positive initiative modifiers on weapons" issue again. This really breaks many on the game's other mechanics, if you ask me.
It would be nice to see all features of a unit being built in a city from the train menu. I always get pissed when I can't tell what weapons or armor my unit will be training with (with upgradeable weapons and armor), and also what items they will be equipping.
[quote who="Derek Paxton" reply="3" id="3236718"]If there is non-combat for x turns is still as gameable. I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead). There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cau
What thread is that quoted from? [edit: nevermind I found it]
I've never noticed this myself.
Haste, on the other hand, is extremely OP. +4 init for 5 mana?
[quote who="DsRaider" reply="21" id="3236726"]Stardock could kill two birds with one stone by making the midgame monsters like ogres, troll warriors and whatnot tougher.[/quote] I think this is already in for Beta 5b. This is quoted from the .981 Change Log: Monsters were given many traits (Frail, Endurance I, Endurance II, Tough, Large, Monsterous) that impact their hit points per level
[quote who="Lord Xia" reply="27" id="3236647"]The problem with that is it would take 500 turns to have a city build the things you need to level. Making a slow game even slower. [/quote] The system would obviously need to be balanced so it wouldn't take 500 turns.
You provide the best information on obvious lapses in the game's mechanics. I don't always agree 100% with your conclusions, but I do hope the developers are paying close attention. +1 for you.
There is also the problem that around mid-game, units train at significantly lower level then what your sovereign and other champions would be. And since they gain levels more slowly, they still could not possibly keep up with heroes. Also, I believe that in order for cities to become more meaningful, hero's abilities ought to be tied to research and city improvements just like trained units (sort of) are. [EDIT] So in conclusion I agree with the folks above who land
I have a simple idea to fix the problem of not needing cities to complete the game: Advanced traits should require buildings, which should require tech unlocks. Want an assassin character? You need to build an Assassin's Redoubt. Want a wizard character? You need a Wizard Tower. And have more impressive traits require more building upgrades. Without these traits all that should be available are basic random attribute boosts (+1 attack, +10 weight
As the title implies, the Unit Design UI is not showing all of the attribute bonuses the unit will be receiving appropriately. In this case, my city is supposedly giving three bonus levels to my units [NOTE: I have modded this feature for balance purposes.] But in the unit design screen, the accuracy bonus is only based on a level one unit. This inaccuracy could potentially be confusing as it seems like the Unit Design UI should accurately reflect all of the variables as
Some good looking balance changes coming up.
[quote who="mdonais" reply="280" id="3234886"]The bonus step that I did was putting TerrainTypes.xml into the English directory.[/quote] I think this was a bad idea.
[quote who="seanw3" reply="159" id="3234850"]Idea for Cross-Class for Thief and Governor... Politician[/quote] Combat Skill: Lie When activated, all enemies are dazed for the remainder of combat unless resisted. Targets who resist do triple damage to politician for remainder of combat.
Most of the life spells don't make sense as life spells...
[quote who="Satrhan" reply="24" id="3234308"]With snaking on the other hand, you can have it all. You can have the best tile yield AND access to all possible bonuses AND include resources in the city AND block choke points AND shape the area of influence to benefit you most AND create a highway for your units. There is no downside, you're only slightly limited by the number of buildings you can place. No strategy involved. It's not very dynamic either, 95% percent of these objectives