[quote who="stein220" reply="8" id="3220298"]but i imagine enemy cavalry would be able to knock a rider off their horse.[/quote] Or just kill the damn horse. If a cavalryman were to just wade around amongst enemy infantry during an epic conflict, I have no doubt the horse would fall sooner than later, no matter the training of the horse or the rider. Mounts should be great at hit and run tactics, but extremely vulnerable to being flanked.
mqpiffle
Mounts are uber OP. 16 gildar. All positive modifiers. Mount is so perfectly trained it can never die, or be lost in battle. They are absolutely gamebreaking in the current build.
I'd hate to see non armored or lightly armored units become completely meaningless vs plate or other heavy armors. Item weight and the encumbrance system also need to play more of a factor in the equation. -4 init penalty means nothing to a heavily encumbered unit.
The impulsive trait should be better implemented (programming-wise), rather than just +50 init, for the above documented reasons. Poor job on this one.
Don't like either Growth or Shrink as Life spells. Shrink should be a Death spell. (Life Debuff? Meh.) Growth should either be an Earth spell, or Earth + Life spell. Mantle of Oceans should be, at best, 10% + 5% per Water and Life Shard.
Undying Curse should be a cast-able Death spell.
[quote who="Alstein" reply="35" id="3220009"]I think they're close to feature complete right now.[/quote] I'm pretty sure feature lock-down doesn't mean balance/tweaking lock-down.
Also, get rid of all of the damn WoM quests already!!! [e digicons]:(O[/e]
Going back to game mechanics from WoM is in absolutely no possible way a good idea. Do the mechanics as they stand right now in FE need a shit-ton of balancing and tweaking or even completely reworking to make choices more interesting and rewarding in various ways? Yes. Does the game need WAY MORE content in virtually every aspect of the game? Yes. Does the UI need a severe amount of work to make it more intuitive, accurate, and user-friendly? Y
[quote who="harmonius_" reply="22" id="3219730"]So I can buy a horse very fast. Horse gives double moves in early game. Double moves = double XP. It is because only sovereign/champions matters. [/quote] Mounts, even in vanilla, are way overpowered. They have no drawbacks and only cost something like 16 gold from the store for a sov / champion mount with all of the benefits they offer? Completely ridiculous. If a mount charges headlong into an infantry group, it sho
I have a feeling that now that we have some really good systems and core game mechanics established, we're going to see a LOT of balancing and tweaking over the next several months as we head into beta 5. As of now having more build queues is unreasonably overpowering mostly because growth and unrest limiters are way too easy to come by.
This is a greater bug with the UI not refreshing some game elements immediately - it waits until end of turn. Good call.
[quote]City icons[/quote] Like this feedback. Also don't forget to show us which city is the capital now that it's actually important.
Yeah there is an issue with the UI not updating (some) data until the end of the turn / beginning of the next turn. Really annoying.
Interesting looking mod. If I get a chance I'll give it a whirl. I think it would be great if you renamed this: [quote]Wharehouse: +50% Growth[/quote] to Grange Hall, based on this.
I agree with this, and like your ideas. There are waaaaaaaaaaaaay too many '-10% unrest' and such improvements in the current system. Very bland. But I do believe beta 5 will be focused on spicing up the various systems in the game.
Sounds like you should be playing WoM.
Random events shouldn't trigger off of anything. They should be RANDOM . Quests, the other hand, should be able to trigger off of anything in the game. Buildings, army size, champion level, turn number, diplomatic escapades, etc.
Caps are best suited for baseball players, not production queues.
I'd rather have quicker level gains than slower. It makes for that 'one more turn' feeling and also the adds to the illusion of progress. Slightly slowing this progress at higher levels (20+) would be ok.
I would also do the same for mana costs on spells. That way when the cost is reduced by modifiers, it actually feels like it's doing something, and you don't need to use too-high values to make the effect palpable. For instance, you wouldn't need to set Mantle of Oceans at 40% reduction in tac mana cost. You could modify it to say 10% + 5% per water shard and it would be great.
[quote who="CogBurn" reply="8" id="3216538"] One of the problems the system has is that the numbers are low, whole numbers. In order to have each upgrade be minor, you go from pieces of armor having 1-3 defense to having 3-5 defense. Then that gain is multiplied by the total number of armor slots a trooper can wear armor on, and you end up with a total net gain that is greater than the damage rating of a standard hand axe and such, when you move from leather to chain armor
[quote who="CrazyC0330" reply="1" id="3216805"]I just tested this here, and while the tooltip for the Rush button wrongly displays the value of the unit who was originally first in the queue, you are charged the correct amount of gildar for the unit you actually rush.[/quote] Ok then, the infos on the tooltips and UI still need to be immediately updated.
Just found this bug. I think it's serious. https://forums.elementalgame.com/430346