[quote who="Frogboy" reply="3" id="3249065"]It's on our list. 983 fixed offensive spells. We'll be adding the special abilities up next.[/quote] Brad, is the Dark Wizard's Despair spell an offensive spell? If so, then your statement above about 983 fixing offensive spells does not hold true... if it is considered a special ability, then OK...
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Has this been fixed in 0.984?
Despite the efforts to fix it in 0.983, the bug which prevents AI and Monsters to use special abilities when auto-resolving battles seems to persist! Specifically, this bug can be seen with the dark wizard's despair spell and also poison damage (see thread https://forums.elementalgame.com/433518 ) For the AI players this is a huge imbalancer since AI gets real strong when using combat and much weaker when using magic
Having monster and quest level appearance depend on the tech tree is illogical and gimmicky, and makes no sense to me .... As I keep saying, there are several easy, predictable games out there (HoMM, anyone?) for people to play, and there is always the easy mode for casual players. Also, please keep in mind that this is not the campaign but the random map mode - I am quite certain that the campaign will be a more gradual challenge, with monster level scaling up as the player progresse
[quote who="parrottmath" reply="162" id="3247972"]Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down) Yeah..... You guys are the best. I'm glad this has finally gotten fixed.[/quote] Me too :) GREAT JOB !!!
Hey Derek - as a recap of my experience with 0.983, here are the five bugs/issues that I believe NEED to be resolved before the game is release-ready: 1. Autoresolve not using magic or special skills (it was supposed to be resolved in beta 0.983 but it still persists) 2. Floating waterfalls at the end of rivers which end in land 3. Go there button allowing us to zoom to areas where resources are destroyed 4. Memory leaks causing graphical bugs (oceans dis
[quote who="Nekromanta" reply="20" id="3246821"]Game have still 2 many bugs and errors and very bad AI. I think no chance 2 fix it in 3 weeks (becasue you dont fix them for 7 months).[/quote] You've made a total of 3 bug reports since the beginning, complaining about crashes to your save game without any information about your pc, without submitting your save game or the debug.err file and with no specifics. You have not reported any other bug. You need to avoid mak
So I guess we have 2-3 betas left before release ;) For me the game will be release-ready if the following 5 issues are addressed: 1. Autoresolve not using magic or special skills (it was supposed to be resolved in beta 0.983 but it still persists) 2. Floating waterfalls at the end of rivers which end in land 3. Go there button allowing us to zoom to areas where resources are destroyed 4. Memory leaks causing graphical bugs (oceans disapp
Could the time limit be imposed through a mod? How would one go about doing that?
This is not a major bug, but it is quite frustrating: when I kill a dragon (of any kind) i get a victory screen which at its bottom mentions a found item which is usually quite cool (as it should be, after all it's dragon treasure!) however, when I click ok to finish the battle, the item is nowhere to be found - it's not in my sovereign's inventory, and it is not on the ground to be picked up either I'm doing sth wrong or there is a bug hidden somewhere
This is huge, and apparently still unresolved - please deal with it as soon as you can so it does not seriously imbalance the game...
I agree :)
I've seen this a couple of times now - when a champion is attacked by a monster and they win the fight, they cannot move for the rest of the turn. Specifically: - the hero has remaining movement (1/2) - you can select them and click on an adjascent tile - the blue dots for movement show up - the champion stays where they are :( When you do a new turn the movevement returns, but it's frustrating to lose this movement especi
I also don't think you should make traits incompatible - they all cost points, and if you want to focus on hero recruiting and take 2 supporting traits (while losing out on, say magic specialization or income boosts) then you should be able to do so. There will always be some traits that fit a certain playing style more than others, and trying to achieve the perfect balance usually results in perfect boredom - as with all RPGs or RPG-hybrids, you can choose to power-play (i.
Derek I appreciate your answers, and while I may not agree with some of them I will accept your verdict on all of them :) How about the floating waterfall at the end of rivers bug mentioned in my post and in this thread: https://forums.elementalgame.com/430026 - can you confirm that you've reproed this and that is on the list of bugs to fix before release please? Many thank
As I've mentioned before, I am actually very happy with the current build, and will support any change that makes life more challenging for me and my champion...
Dear Stardock team: As with previous betas, let me contribute my persistent nags that IMHO need to be fixed before final release, with a hope that some of them will be addressed in this version: SMALL BUT ANNOYING GRAPHICAL GLITCHES: - the floating waterfall issue mentioned by me and also parrotmath in https://forums.elementalgame.com/430026 - the issue with champions riding wargs becoming tiny in
This is a slow game, meant to be hard ... Is is not checkers, it is chess. So no, I don't agree with you - in fact, I find this latest version incredible - very challenging, with good pacing and balance You may want to adjust your difficulty and pacing settings instead of trashing the whole game because you find it too slow...
I see umbedroths and shrill lords and escaped juggernaughts, oh my !!! :)
I must say I am enjoying the slow and tortuous adding of new items in these changelogs almost as much as playing the game [e digicons]:drool:[/e]
Once again, may I suggest an "open borders" / "close borders" diplomatic option - so you can close borders for enemy AIs without having to go to war, and open borders for them if you would like...
This would IMHO be solved with a "close borders" / "open borders" set of diplomacy options, which would allow you to either let friendly AIs enter your territory at will (risking sneak attacks) or would close down your empire to less friendly empires without having to declare war, but with a hefty relationship penalty...
Derek, are you also looking into this one? It's less critical but quite annoying and immersion-breaking ...
[quote who="Derek Paxton" reply="8" id="3243924"]Fixed, thanks.[/quote] :):):):):):)
bumping for Derek's attention and response, now he's back in the forums...