i guess you are not aware of the cheat mode, then? you can basically run the game with a -cheat starting argument and use some cheat codes to unlock all research etc. really useful for making some nice custom units for your custom factions (for a short explanation, see this thread: https://forums.elementalgame.com/426222/page/1/#3346389 )
Azunai_
[quote who="Anelyn" reply="24" id="3353178"] @Azunai_ Am not sure I understand how pikes remove tactical aspect of the game? They only counter the counterattack from swords, and that's about it. The armor ignore is there to make their overall damage on par with that of axes and maces. Impale really fades compared to cleave and Bash. I'd be more scared to see 3-4 mounted double axe enchanted units charging my lines with 90+ atk cleaving everything to pieces than 3-4 mounted
[quote who="N1ghthavvk" reply="35" id="3353179"]You make a good point for 5) with the mage trait. I believe though, that the Mage tree should be split into Summoner and Warlorck completly. Meaning we would have one more profession. No other profession has their tree this way split into 2 completly different trees. Summoner could split into Support and Damage summons and passives and Warlock could easily be split into Evoker and Spellmastery lines (adding a decision between potentially more da
[quote] - Most of the spells should be available through the spellbooks including most summons - The path of the mage tree should improve spells with higher effect, lower mana cost and lower casting time - The path of the mage tree should increase the attack, defense, ... of summons by 50 % [/quote] but that's pretty much what they are doing now?! you have that whole line of traits that increases the effect, and the other line that increases the level
i disagree with the militia needing armor. that's not necessary IMO. just give them the "defensive" trait and a shield (at least a wooden shield, or maybe the best shield currently available). that would make them useful without making them too powerful.
there's a list of all the troop and city enchantment. either click on the "mana" section of the resource indicator bar at the top, or go to the govern screen and click the "enchantments" button at the top of that dialog. you can then dispel the enchantments of individual units. there's already a suggestion in the community UI suggestions thread to change that mechanic (so you can cancel the buffs directly in the unit screen). feel free to bump that thread and write a comment i
Gilden AI is usually pretty strong. guess that's to some extent because most of their bonuses are fail-safe. a passive 25% extra armor from the sov, a passive +1 HP per level and +30 spell resistance for troops and cheaper armor production and upgrades - there's really nothing specific that the AI has to actively use to make them powerful, it's just passive boosts to things they do anyway. Tarth AI is a gamble. if they make it to the archery techs without falling behind, they have
there was a similar bug with longswords not upgrading to boreal blades a few patches ago. might just be an oversight that they haven't fixed the same(?) issue with warhammer -> lightning hammer. as i said, lightning hammers got nerfed recently, so it's also possible that this change somehow reverted the original fix.
defense is basically the most important statistic in the tactical game. however, you can cheese the system when you turtle long enough to get tons of crystals for mage units, or abuse the overpowered armor piercing attribute of boar spears/pikes. that armor penetration problem has to be fixed, that's for sure. it bypasses the whole tactical element by letting you roflstomp defending units without using tactics or maneuvering to outplay the other force. the tactical game will be much more
just wanted to say: thank you for that patch! i LOVE the new loot system. it makes the champion game much more enjoyable. yesterday I got the "Tectonic Bulwark" for my defender champ, that felt really really epic. fixing the melee champs with better itemization was a great idea.
i think the shard bonus doesn't apply. i just tested this with a fresh start, created a summoner champ and quickly got her a few levels to unlock the wisp. without life shards, the wisp is level 5 (2 base level +2 summoner trait + 1 summoning 1)
the tooltip is probably wrong. the whole cleric/shrine/temple line used to be unrest reduction per essence, and was reduced to a flat 5/10/15.
"Aid" is only on the henchman version of life 1; the champion version of the life magic spellbooks have "heal" at life 2 (basically a better version of aid) and "wellspring" at life 4 (strong AoE heal with 1 turn cast time). life 1 has regeneration, though, which can be applied on the strategic map (outside of battle) and fully heals the unit at the start of the next season. oh, and the kingdom version of the mage tree has the "wisp" as a low level summon spell; that creature can also
you can already do this. all you need is a conclave with at least one essence. build the herbalist/apothecary/alchemist lab/alchemist guild building line. the final building allows you to buy Iru Potions at that cities shop, which remove 1 of the death penalty traits (one trait per potion, so you need several to fully restore a champion that got killed several times)
[quote who="SBFMadDjinn" reply="6" id="3352888"] The sad part is that I didn't really want *her*, per se, but her stuff.[/quote] Ceresa has death and water spellbooks though. i guess if she levelled water to 2, the freeze spell would have been really helpful when that trog warg army was marching towards Serrane ;)
how about changing armor penetration from a percentage to a fixed value? right now, armor piercing spears break the combat system. with other weapon types, it's not necessarily a good idea to have the first strike, since the enemy is still in def stance and takes a lot less damage, and you expose yourself by attacking, allowing them to hit you hard. spears don't have that problem because they ignore half of the defense value anyway, so a high powered spear unit (horse+boar spe
yeah there should be a notification, but as i pointed out, they probably just forgot about it. you may want to post this in the support section of the forum. regarding the power of that spell - i'm not sure. i mean, that spell costs 1000 gildar and (more importantly) the trait that unlocks it costs 2 faction points and it doesn't do anything else but unlock that single expensive spell. plus, they will only have militia units there after flipping the city, so it's not exactly hard
i think lightning hammers got changed recently (from+1 att per level to a flat +2). maybe they messed up something when they made that change?
hmm i guess they forgot to add that spell to the list. i noticed in 0.85 that one opponent cursed one of my cities with am unrest spell (antipathy?) and the game showed a notification in the event list that my city had been cursed.
i recently played a game with Altar using some henchmen and i must say it's quite fun to have several hero units in a stack without penalties to levelling them up. it's a bit too easy, though. in the early game (on a large hard/hard world with dense monsters) i pretty much had to use my sov together with my first champion (i made the sov a commander and the champ a defender). i literally had to fight my way through a wall of bandit, mites and bears to even get a second settlement. tog
the "defensive" faction trait unlocks a whole line of one handed spears (the default "Kraxis" race has that, but you can also make your own faction with it if you don't like them). their shields don't look like bucklers, though; the only buckler-like shield in the game is the round shield, and "defensive" repaces that with their bronze shield that looks more like the shields used by ancient greek hoplites (phalanx) - pretty similar to what the spartans use in the movie "300"
spears were just nerfed a bit, so obviously the devs already noticed that they are a bit too strong compared to the other items. i think the direction they are going with swords is "tank weapon". i mean, they just upped the defense trait from 5 to 10, so if you use defender units, you don't want to attack with them (i use them to soak the initial attack and get the enemy units out of their defense stance, otherwise my damage units (axes/spears with damage traits) deal way too litt
have fun :) some of the latest changes make the game really great, imo
great news! unfortunately i was just in the middle of a really fun .85 game. i'd love to finish that, but on the other hand that new patch looks great. no point clearing a few wildlands with the old version and get rusty boots as a reward for defeating a god when i could actually play a .87 game and get something epic instead :)
not sure if that really needs to be changed. it's freaking awesome early game. that bonus allows you to win battles you'd normally lose and thus expand into territories that you wouldn't be able to touch without mid game weapons. think of it this way - a basic spearman has 5 attack, a tarth speaman with the cheap finesse trait (+3 att vs. lower initative, which is almost guaranteed with the +3 init boost from the blood) has 11 attack - that's better then boar spears. the 3 uni