ins2

ins2

Joined Member # 4408620
50 Posts 250 Replies 1,171 Reputation

Dear Derek and Brad, I know that in your last update you mentioned 1.4 being the one where "UI improvements" will be done, but since you're still tinkering with 1.3, could you PLEASE add the functionality of notifying us not only when a hostile army enters our territory but also when NEUTRAL armies (of the other UIs) enter our territory? I am hoping this would be a small change, using the same UI and functionality of the hostile army notification (an icon on the RHS - clic

9 Replies 4,953 Views

I FRIGGING LOVE THE IDEAS IN THIS THREAD !!! I've been asking for an item vault / item teleport spell since the original Elemental, and believe it's one of the major inconveniences in the game. I once got a response from Derek that it would destroy balance (as you can teleport very good items between champions to make them all uber) but this can be mitigated by giving the spell (1) a high mana cost, (2) a cool down period not allowing it to be cast

11 Replies 14,847 Views

Heavenfall thank you sooooo much for this ! Do you think you will be able to port your other LargeUI modules to LE as well? If you do, I think the ones with the most utility (and thus priority) would be the extended left context menu and the larger spellbook... Most grateful in any case even for this, Bendiwolf

14 Replies 16,215 Views

[quote who="Pikosil" reply="7" id="3361992"]The problem is this is a slow burning game, when you have a game like that you need various treats. Animations and spell effects are those treats. So when that is underwhelming it brings the whole thing down. [/quote] Wow you must really hate chess... I am currently replaying Lords of Midnight in my iPad: No animations, no cute UI screens, no graphics to speak of, but I can't seem to put it down... T

32 Replies 116,085 Views

[quote who="sharpxe" reply="14" id="3360942"] this means: They will release untested snapshot as 1.00 or miss release date. as you may notice, current beta version still contain lots of minor issues, collectively this issues will harm impression from game, especially idiotic tactical camera and rainofarrows 11 seconds delay (also numerous spells that does not work or work in unexpected manner, broken quests, forced champions, bug

21 Replies 14,155 Views

Parrotmath I HAVE tried the editor, and I absolutely LOVE it!!! It will be a great tool to those of us who wish to generate more quests for the finished game, and will definately help add variety to the quests so we don't have to encounter two same ones in a single game... Of course, your end goal of 80 new quests will also be much appreciated by everyone as well ;) Many thanks for your tireless efforts to make the game the classic that it deserves to be, and to give

48 Replies 160,710 Views

This is by far the most frustrating thing about LH for me right now - at the very least: 1. we need to BE INFORMED IF ANY ARMY (neutral, hostile or otherwise) enters our territory, so we can decide what to do with it 2. we need to be able to PERMANENTLY tell an AI to stay out of our borders, and not have to do it every turn like an idiot Other than MAJOR FRUSTRATION and micromanagement issues, this causes a SERIOUS imbalance with AI, since it can i

28 Replies 102,752 Views

Derek and Brad - these changes all look great. I love the new rewards for killing titans - much more powerful IMHO. I am also curious to see how you've implemented the "unit is immune to swarm" ability so I can perhaps replicate it for a new defender trait :) How about adding a few interesting leather armors as well, to help out the assassin hero types? Some possibilities could include: - Assassin's armor (improves crit chance) - Rogu

105 Replies 281,595 Views

I actually wrote a while ago, requesting advanced / magical versions of leather (Ranger Armor, Assassin Armor, Marksman Armor), chain (Steelmesh Armor, Masterwork chainmail, Barbarian Chain) and robes (Archmage Robes, Emperor Robes, Warlock Robes) so we can have a sense of progression even for those troops or heroes who don't have the plate mail skill. These armors do not need to improve the defence but can be used to boost other skills (for instance, Ranger Armor can give g

7 Replies 11,726 Views

[quote who="Azunai_" reply="5" id="3349985"] i think a practical implementation could be off hand items (basically shields) that add attack and accurracy instead of defense/dodge. not really sure the game needs it, though. i'm not a fan of dual wielding. IMO, this is one of the most overused tropes in fantasy RPG. every freaking RPG in the last decades has that silly dual wielding assassin/rogue stereotype. why should a guy who is trained to kill his victims silently with

14 Replies 8,927 Views

No that we have been introduced to dual-wielding (axes) I am curious how difficult it would be to develop dual-wielded swords and daggers (perhaps limited to assassin classes, or a certain kingdom). They could add to defence and/or initiative versus their single-wield counterparts, but be more expensive and harder to find... Would be a cool addition to the game, no?

14 Replies 8,927 Views

@GfireflyE, I would suggest that they only be useable during subsequent "level up" screens, to avoid the obvious cheating you mention, and also to minimize the new functionality needed. @Azunai_, while I agree with you, there still remains the problem of not being able to leave the skills screen if you've taken all skills - which is a GAMEBREAKING bug for those unfortunate enough to reach that point... perhaps the points hoarding is not the most elegant soluti

212 Replies 636,320 Views

Derek, PLEASE let us leave the hero level up - skill picking screen without having exhausted all our skill points... this is a relatively small change IMHO but will very positively affect two elements of the game: 1. Will allow people to "hoard" their skill points and save them for higher-level skills (a useful trait), and 2. MOST IMPORTANTLY, it will avoid the "stuck on level up screen" when a hero has exhausted all their skill-picking opti

212 Replies 636,320 Views

Once again, I think the best solution would be to limit the movement of the armies after combat just as it happens now - only instead of zero moves the limit should be to ONE more move (for those armies which would have it anyway). This would provide some small reward to more mobile armies and allow the stack to choose between: - moving into the space occupied by the losing army - attacking another adjascent army (which would use up their last movement point and therefor

43 Replies 105,810 Views

[quote who="FuzzyGold" reply="3" id="3348378"] Quoting ins2, reply 2I see the point behind this limitation (preventing uberstacks from rolling over several smaller stacks in 1 move) What's wrong with that? It's called blitzkreig.[/quote] In real time, even in blietzkrieg, there would be some time for the enemy to respond and adjust. In turn-based environments, doing several battles in 1 turn is like moving in frozen time (no chance of reply from the enem

43 Replies 105,810 Views

I see the point behind this limitation (preventing uberstacks from rolling over several smaller stacks in 1 move) but I really think they should make it so that the moves after combat are reduced to ONE and not Zero... this way you retain some limit but can still enable stacks to move into a lair after killing the monsters in it.

43 Replies 105,810 Views

Raza, when equipped with a good bow and escorted by a couple of tank units, can be deadly, especially against larger armies...

13 Replies 14,923 Views

If Brad and Derek decide to keep the current system with leather, chain and plate armor, there is a very obvious opportunity and need to create higher-level armor of each type, in order to give heroes something to look for within their armor path. While this armor can be added on by modders later in the game, it would be nice for the Stardock artists to spend some time generating icons and graphics for this armor, which could then be added to the loot tables. Here are so

4 Replies 10,153 Views