Welcome to mqpiffle's betaReports, a series of low-fi video journals designed to help the developers of FE find bugs, get feedback, or just watch a brief play-through of their sprouting game. These videos will be categorized one (or more) of three ways. Issues videos involve the illumination obvious bugs, or showing game mechanics issue that I feel are probably not working as intended. <stro
mqpiffle
[quote]Nothing interacts in the wilderness.[/quote] Not true. I occasionally catch glimpses of baddies fighting it out in the wild in .912. Just last night I saw an ogre kick some water shrills' butts! It might be rare, but interaction is there.
Yeah I'm a bit slow with those sorts of things sometimes .[e digicons]:moo:[/e] I'm sure I'll figure it out.
Actually it seems like the bug may be with Impulsive. Either way the initiative bar is changing initiative around after my impulsive sovereign's first turn. I'm trying to get this video capture software up and running, but I'm having a tough time making it work. [e digicons]:thumbsdown:[/e]
The spell Battle Cry is broken. The (rather poor) description of the spell seems to indicate that the effect would be that any of your troops whose initiative-turn comes after the next enemy's (all of them?) action would be move up in the initiative-order before the enemy's action. When one casts the spell, however, not only do all those units get moved up in the initiative-order, but they get to act multiple times before the enemies can, giving a huge, probably
This is an issue that absolutely needs to be addressed. If Sean has it nailed down, which it seems like he may, please check it out.
A. This is not a bug. B. The resource will not be constructed simultaneously with another improvement in the city's build queue. Why would it?
Here's my Pariden v.912 experience (Turn 91, 6 shards, 652 mana +21 per season) :
[quote]+ Evoker traits reduced form +50% spell damage per level to +25%[/quote] This is good, but I feel like direct damage is so powerful, especially with traits like affinity, that maybe Evoker should also carry a tactical mana cost penalty of say 25% to go along with the increase in spell power. Sure you can cast powerful offensive spells but at the cost that you burn through more mana along the way.
Has anyone posted this below zero initiative issue as a bug?
[quote who="Werewindlefr" reply="25" id="3137561"]I will change the "city spam limiting mechanic" this evening as I'm not entirely satisfied by it. It currently gives +5% global unrest per city (all unrest values from taxes were lowered by 5% so that the first city would bring the player back to the original values). I'm thinking of having cities reduce production and research by 5% each instead, because the current version makes very high taxes level go over 100% unrest... <br /
[quote]problem #2: the sword with the maul ability is too powerful. with dodge, crit, and accuracy i can take down epic armies with a single hero. even early in the game strong creep are easy to kill with my hero by himself. if i get that sword, i win. nothing more to it. even against a full map of ridiculous difficulty enemies, they have no chance against my level 9, 12 damage sword with maul.[/quote] Maybe the maul accuracy debuff needs to be re-thunk in regards to the ne
[quote who="Winnihym" reply="6" id="3137146"] This has been beat to death, over and over, and SD has made it clear that they have a vision for what they want cities to do, and all the discussion in the world from us won't change that now. Just wait for B4.[/quote] I think we may be talking about two different things. Anyway, all I really had to conclude from my musings is that perhaps pioneers should cost more resources. I don't believe the system is n
Started a topic of my own on this subject. Here.
After seeing some harsh words flung about the forums earlier today about the balance and strategy involved with empire-building, I decided to take some time to lay out all of the main elements involved, and try to come up with a somewhat objective discussion topic on the subject. The Pioneer Any discussion about the state of Cities and Outposts in FE must begin with Pioneers. The Pioneer is quite possibly the single most produced unit in the gam
Outpost limitations [idea]: Must be built within 5 tiles of a city. Cannot be built within 5 tiles of another outpost.
FB also completely dismissed DR's ideas and used his "this isn't the game for you" meme in response to these terribly obvious shortcomings in the current version of the game. Re-made does not equal re-bettered. [e digicons]:P[/e]
True, lhetre. But the beauty of it comes into play when you zoom in on the city and see your citizens hard at work, all without having to open another window. The more I play FE the more I want see the current system stay. One tile cities have been done so much it makes me want to [e digicons]:puke:[/e] As far as memory problems go, I say push the limits and offer options to reduce quality for those that need them.
Caravans show up when an economic treaty is established between two nations, and a road is set up between the capitals. I believe it is purely a cosmetic feature.
Wandering monsters are definitely aggressive toward AI players in .91.
In this screenshot I am Pariden, at War with Magnar. He has four partial armies (2 - 3 units out of 5 possible) in queue at my doorstep and they have been stationed there for at least 7 turns now. My city is well defended, so rightly the AI won't endeavor a futile attack. I would at least like to see the AI combine units into full armies in this situation.
[quote]I don't know if this is a bug or I was just doing something wrong, but none of the refined technologies would successfully research. I would research the technology and it would finish, but when I look at the list, the technology still wasn't researched. The problem seemed to only affect technologies that were called "Refined X" (X=diplomacy, economics, education, agriculture, production, training, defense, attack, arcana, channeling).[/quote] You can research these tec
[quote who="Horemheb" reply="3" id="3134163"]If cast in tactical battle it should cost significantly less than the strategic version.[/quote] Nonsense. There ought to be a cost for convenience.
Well played, Derek. Well played.
[quote who="Horemheb" reply="15" id="3133055"]Make monsters actually guard their loot. You can still steal from them easily by luring them away. It is just not fun this way.[/quote] I still like the idea, which I've seen thrown around a bit, of having a 'resident' group which guards the lair. Any groups on the Strategic Map are wandering monsters which are spawned by the lair.