When a tactical AI unit has its moves reduced to zero (a la Web), the AI wrongly skips the unit's turn even though there may be relevant actions it could perform like using a bow, spell, or skill. This bug has been around since FE, and it can be abused in certain circumstances.
mqpiffle
"Haggling" as a general level up trait would be spectacular.
Looks like they adjusted some of the loot drops for .87 .
Now healers just need a turn undead or damage undead spell at Life 3, and move shrink to death magic.
Same thing happens if you cast haste late in a battle. Multiple turns in a row because the calculation is horked.
Screw that. Just give me crafting so we can get over this whole 'unlocking items through the tech tree' business. But I agree we need more magical stuff from the magic tree for now.
I've been calling for changes to mounts since the FE beta. Horses should get reduced dodge and attack if they start their turn in melee range of another unit, and should not get the dodge vs ranged bonus at all. Horses, if anything, should have an increased propensity to 'go prone.' I 100% disagree with the +100% Prone Avoidance, imo this is silliness and laziness all rolled into one (sorry Derek.) Each horse unit should cost more t
I've seen this too. All you need to do is click on the category tabs of the left of the spellbook to get the spells to show up again. Needs to be fixed.
What they need to do in the descriptions of upgrading traits is something like this: Shadow Strike I: Ignores 25% of the victim's defense. Shadow Strike II: Ignores 25% (50% total) of the victim's defense. Shadow Strike II: Ignores 20% (75% total) of the victim's defense. This would clear up a lot of confusion.
I've noticed this as well.
Good luck Cari! Good luck Stardock!
I think a hotkey would be the perfect solution.
[quote who="Stupidity10" reply="9" id="3349896"]Such a UP Trait.[/quote] Completely disagree. The hp bonus alone is worth the extra production, especially at higher world difficulty levels where mobs start at a higher level.
Is an assassin who would dual wield daggers really any more ridiculous than a Trog who dual wields great axes?
[quote]- the Swarm mechanic (I saw the calc here in the forums, but nothing in the Hiergamenon) - the Rush ability. I can't get this to work. What is it supposed to do? - Minimum damage of spells and abilities. How is this calculated? I guess I only noticed this now, because the tooltip displays minimum and maximum damage, but it would be nice to know the calculation.[/quote] Swarm: Works only with basic (non-special ability) melee attacks and counterattacks.
[quote who="sweatyboatman" reply="174" id="3349908"]It might not be practical to do this given the low-end computers you're targeting as minimum specs. I gave up thinking about algorithm complexity when I left college. But IMHO, this is the sort of thing that people want their road networks to do and find frustrating about the automatic roads in FE. If the road networks adjusted themselves as your empire grew, I think most of the complaints (except the "road through dragon's den") wou
Pariden needs something powerful. Don't change it.
Strategic spell hotkeys would be awesome. Using the numbers for different map views is pretty silly, imo, when you can adjust the map how you like at any point anyway.
[quote who="Antermosiph" reply="8" id="3348624"] I think the scariest thing I've had so far (with a curve of course) was a full statted up defender with the 42 attack 2h sword. It was scarily powerful in that anyone hitting him in melee he just killed with a counterattack, and he was damned near indestructable since he could use heal.[/quote] So you're saying the heroes are legendary then?
[quote who="Borg999" reply="60" id="3348129"]SD has been nerfing spells left and right since the early beta. Seems odd to weaken magic in a game about magic. There are quite a few spells that don't scale very well and become useless after the early game. Nerfing warlock contributes to that issue.[/quote] And there are spells which are immediately and perpetually OP because of Warlock and Evoker. Fireball with Warlock + Evoker is OP without any shards. Gain some Fire Ma
Kulan discovered the interwebs!
[quote who="sxyz123" reply="21" id="3347874"]-1 to init or +1? I think this may be a typo. It use to give 1 attack and some weight carry (str gave more). -1 init moves it in the opposite direction (makes it harder to wear plate, not easier); I would be fine with it as a choice with -1, but its called "muscle" and should at least help make wearing plate easier -- people will get confused if it does the opposite.[/quote] I agree. This change is weird. Muscle should be +2 att
OP updated with your feedback. Thanks!
I lost the mana but got no monolith. debug.err
Updated!!! Sorry it took so long! Keep 'em coming! [e digicons]:beer:[/e]