Well said. I too think the quest system in FE could be amazing, and I agree completely with every point made in seanw3's post. An intriguing and dynamic quest system would especially fill out the mid-late game. I want a reason to go into the wildlands. I want a reason to go to war with an ally whom I've trusted for countless years (not just "I'm suddenly pissed off at you for no apparent reason" ), besides my own ambition to "beat" the gam
mqpiffle
Thank the Creator the broken XP system is on "on the map." Maybe I can stop bitching about it now. Maybe... [e digicons]*_*[/e]
Great post. Agree with just about everything in it. Kinda cornfused about this statement though: [quote]Also as other people have said champions should not share xp from combat, it should be split. Otherwise you end up with a mob of champions. Troops however should share xp.[/quote] I'm not understanding the difference between share and split. If share means "each champion in an army gains the full xp value of the defeated mob(s)" then yes, I agree with t
Yeah it seems like the quests so far are still fairly primal. I'm pretty sure they will add lot more before release.
[quote]1. Not splitting xp: This highly supports the stack o doom mechanic and very quickly allows leveled units to get out of control.[/quote] Big problem, one that needs to be addressed. No easy solution. Regular units already only get 50% of their allotted XP. After that, I think some "weighted by level" method for champions would work best, to reduce twinking, or smurfing, or whatever the $#@! it's called. [quote]2. No Leveling Cap: Whether it is a ch
[quote who="ydejin" reply="5" id="3068417"]Skirt tough enemies and go hunting for more heroes to hire. Loot treasure as you go along. If you're lucky you can get a band of 4-5 heroes and get them leveled up a bit and then come back and clear out those monsters that are preventing your settlement from expanding.[/quote] Creature AI is much more aggressive in .77, at least on Challenging difficulty. This is hard to do!
I wonder what this is all about?
[quote who="seanw3" reply="1" id="3068394"]I would only let this one give the bonus to ranged units. [/quote] It seems like this would be more apropos for an improvement called "Archery Range". Training Yard seems pretty generic, and imo should be open to all combat units.
It seems like they've toned down the number of available heroes.
I suggest that building a merchant should give a small modifier (+.1 - +.25) to any Caravan boni in the city in which it's built, in addition to it's current effect.
This would be like finding a nugget of gold in your jelly doughnut.
[quote who="CdrRogdan" reply="3" id="3068366"] I would lean towards removing the mana component for tactical combat entirely[/quote] Again I disagree. A few balance passes could easily iron things out. I don't condone changing the system in this case.
[quote who="Mtrixis" reply="2" id="3067289"]If possible, I think the AI should use unit designs that have proven effective over time from an _online_ depository[/quote] Cool idea. +1
[quote who="Mtrixis" reply="12" id="3068343"]Don't agree about Life magic, Growth is crazy good and Call to Arms is nice Heal is lackluster because it scales really poorly (ironic, you'd figure life would be good at healing)[/quote] That doesn't strike me as much of an argument for Life. Casting one spell over and over, even though it's 'good', is not 'fun.'
I propose that the Training Yard should give defending units a chance for ALL units (especially non-champion) to gain XP every turn, in addition to the current bonus. Even if it calls for adding a 1 gildar maintenance cost.
[quote who="Rishkith" reply="10" id="3068331"]The "Paths" need to be a lot more unique with unique abilities and weaknesses rather than just some stats. My Champions fall into three categories: Melee Murderers Explosive Fire Mage of Death The Supporting Cast Currently: You can't make a good archer champion. You can't make an Assassin, Warrior, or Defender really stand out from each other that much. My last ga
I really think a lot of this can be overcome with properly scaling mana costs. Spells whose effects are shard based ought to have mana costs which scale with the shards involved in the casting of that spell. (I know, the effects of some of these spells are imbalanced right now.) Mana costs should scale according to the spell mastery it takes to cast the spell as follows (roughly, for simplicity sake): Level I : 1 - 9 mana (single digit mana costs, adjusted for sh
[quote who="jecjackal" reply="4" id="3068213"] Magnar is the faction that is themed to be swarmy. [/quote] I think you mean Umber, with the 1/2 unit maintenance trait.
Yeah, as much as the random traits are designed to partially avoid players' gaming the system, it actually kinda games the fun right out of the game. I like seanw3's suggestion of having random trait pops mixed in with tiered, semi-scheduled pops.
debug.err http://dl.dropbox.com/u/59324513/FallenEnchantress0_77-2012-01-27T20-31-39-756.zip Game crashed when I hit the Save button after altering a pre-fab unit in the unit designer.
The trained unit mechanic is completely broken right now. Don't even bother training them.
Just figured out that trained units only gain 50% of their allotted xp from a vicotrious battle, so there's another mark against them. The system is completely out of whack right now.
Well from what I've experienced thus far by continuing this game, is that it is much more difficult to keep trained units alive than heroes (and, of course, heroes don't die,) even against 'weak' enemies. Having them further challenged by giving them significantly less xp is rather unnecessary, and only multiplies their uselessness.
Both of these units have (at the time of the screenie) an INT of 6. The bonus would only be 12% even if was only applied to the Sovereign, which it doesn't.