Great screenie Derek!
mqpiffle
Rename.
I agree that out-of-combat weight is inconsequential. I do feel that weapons / shields / armor should have functional weight as well as an item weight. Without using a strength prereq per se, the item could have a certain functional weight value, and the wielders' initiative and accuracy could be negatively affected if their strength falls below the value. Or, alternatively, you could just do away with item weight and the encumbrance system as it is and use a functio
Maybe mana for tactical spells should increase with the number of appropriate shards being used for the casting of that spell. Because really, you're getting more power out of the spell, so why shouldn't it cost more mana?
[quote who="dragoaskani" reply="19" id="3065619"]So odd, just this last game my Cersea was getting 180+ damage outta blizzards, can throw firebolts for 55-80 damage. I 3 shotted Torax with the spell based off fire and death shards. And he only had 280 hp. Obviously I was pretty high level at this point in the game. Sitting on about 3 fire shards, 1 earth, 1 air, 2 death, and 5 waters. (large map normal shard count option) I was untouchable pretty much. I could have my soveriegn take out whole
[quote who="scyldSCHEFING" reply="20" id="3065772"]So are beta players just not bothering to read anything the developers have posted before they speak, or what? Why has no one posted the following link yet? https://forums.elementalgame.com/410595 This is not a DEMO, as the OP called it. THIS IS A BETA. BETA MEANS NOT ALL FEATURES, SPELLS, ETC. ARE IMPLEMENTED. MORE MAGIC IS GOING TO BE
[quote who="Fistalis" reply="110" id="3065778"]This beta sucks because I don' have access yet. [/quote] Amen, brother. Just about 12 more hours...
[quote who="i3elial" reply="54" id="3065684"]Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. I actually quite like the idea of a capital-only empi
I think that's all we're talking about here. Not trying to turn them into powerhouses, just brainstorming ideas that might introduce a little choice into the equation.
Oh no...please tell me you didn't mention ponies... [e digicons]
[quote who="Wizard1200" reply="71" id="3065248"]But in most cases there is no risk, because there is a load button ...[/quote] Risk also implies challenge and using all of your resources to fulfill a goal (killing the enemy.)
Bump: because, after all, this game is about magic, and there needs to be more conversation about it.
[quote who="Mtrixis" reply="49" id="3065242"]I like the ZoC idea, perhaps tie it to a specific type of outpost. Here's some off the top of my head ideas for outpost upgrades: Elemental Tower. Imbued with one of the six elements. Each can cast an appropriate spell at units within its zoc, life can heal or buff a friendly unit, death can drain health or weaken, fire can throw a firebolt or immolate, etc. Military Outpost. Always garrisoned with X basic milit
Now that I'm seeing your 9 tile city, I'm liking it. More to come...
Tomorrow. 3:00 PM EST.
I would say keep the system as it is but when balancing, only balance the 9-man units against high level heroes. Then balance the smaller squads accordingly. I also don't like the damage spells which multiply on damage with troop count. Why would I want to spend time researching and resources to build a big army if it's just going to make my enemy's mage instantly more powerful. Not good.
[quote who="pizzahutbuffet" reply="106" id="3065162"]I'm guessing no beta for people who preorderd yesterday? [/quote] You'll get into the beta eventually. After tomorrow's Beta 1 access, there is no publicly shared schedule for future beta invites as of now.
Just received the email...3:00 PM EST tomorrow.
[quote who="Wizard1200" reply="66" id="3065008"]But that would make a balanced XP system more difficult, because using only one or two heroes would be the best path to get powerful heroes. [/quote] Exactly...if you want powerful heroes there should be risk involved. If you want safe, albeit slower, leveling, you would build a larger party. I'm not sure how this would be unbalanced.
Agree. EDIT: And not just random opponents, but occasionally I like starting up a game as a random leader myself!
I agree, there should be multiple inlets for acquiring heroes, including: map locations quests unique combinations of buildings or empire choices (ie diplomacy with other factions) attract a hero occasional member of your populace becomes a hero great spells summon a hero
[quote who="RooksBailey" reply="36" id="3064851"]The dynastic system I am envisioning would require enough work for a full expansion in its own right. [/quote] This.
Yah - if they're not going to allow cities to organically expand across rivers, they ought to include a bridge improvement.
[quote who="seanw3" reply="15" id="3063843"]I will most certainly want testers and xml writers to help.[/quote] I'm sure I'll be tweaking with the XML in my on ways, but certainly nothing so ambitious as this.
Also +5 hippies.