yeah, in the LH Support su-forum - https://forums.elementalgame.com/443369/page/8/#3350112 the change logs for the current and upcoming patches have all been posted there, so the updates for next patch will likely also show up there next week
Azunai_
yeah that's probably a big influence, too. i always thought R.A. Salvatore's rather famous dark elf character Drizzt Do'Urden (and his evil nemesis/counterpart Artemis Entreri) was one of the reasons why dual wielding was such a common thing in fantasy RPG games. i mean, Drizzt is really kick-ass (and he's still one of my most beloved novel characters, ever), but overusing the dual wielding really waters it down, IMO. it's nothing special if every rookie rogue character ge
i made a suggestion a few weeks back about another mechanic to handle unrest. the thread never really took off and i didn't feel like bumbing my own idea, but since we are discussing a related topic, i may as well summarize my idea i proposed then: the basic idea was that fortresses already serve as centers of unrest reduction (in a way), but only at level 4 (prison -10% global unrest)/level 5 (onyx throne [?] -30%). the suggestion was to remove the level 4 perk and instead add th
yeah i see your point, but to be honest, i don't think your new mechnic really adds anything new to the game. i mean, this is your summary: [quote who="OliverFA_306" reply="7" id="3350005"] - Unrest is a way to focus your economy in producing gold at the cost of research and production. - Waste limits the growth of your empire by forcing you to develop a strong economy that supports that grow.[/quote] change it to: - Unrest
i think the upcoming 0.85 build will resolve much of the champion XP drama. you'll get them a bit slower, they will get a bit more XP and trained troops won't be so overwhelmingly powerful and render champions useless. maybe we won't quite make it to the sweet spot, but i'm confident that we will get a lot closer to it.
so the difference between the unrest from city count and your proposed waste mechanic is that the waste mechanic can be countered by buildings/techs? if that's the case, you can have the same effect without a new mechanic - by adding some more unrest reducing techs and/or buildings.
ok, so you have a waste percentage and an unrest precentage, and they both do the same, basically. i fail to see how this improves the game. you just add a new system/variable that does almost exactly the same as a system that already exists. maybe i'm missing your point here, but i really don't see how this system is better than the system that is currently implemented in the game.
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 a single blow actually wield another blade in his lef
i agree that the tax levels could use some work, since "low" is the most efficient by a fair margin, which makes all the higher settings pretty useless. i don't think the proposed corruption system is a good solution, though. seems overly complicated to me. you basically just add another unrest system on top of the other unrest system that interacts with the original system. not saying your system wouldn't work, or that the idea is bad, but if you need half
i don't like the idea of hoarding level ups. too "gamey" of my taste. i can live with the abstraction of experience points and levels - that's pretty standard. but let's not forget what those abstractions actually represent: the process of learning. in the real world, you don't sit down and do generic "learning" and spend your accumulated "learning points" on a goal afterwards - that's already pretty gamey, but that's the way video games worked for a long time, so that
i noticed that razing a conquered city that has a tower of dominion allowed me to build another tower of dominion in one of my cities (despite the fact that i already had one in my capital). maybe that's the same phenomenon you experience? did you conquer/raze any foreign cities recently? did you actually (start to) build another tower or do you just see the option to build it?
i think swarm adds 5 accuracy (not 3) regarding the min/max damage: the formula for physical attacks is : att * (att / (att+def); minimum damage is simply 50% of that max value for magical attacks, i don't know exactly. i think spell mastery and spell resistance are compared (with some random numbers involved) and if the spell is not resisted, it will do full damage, otherwise it deals half damage (i think)
with the recent change, all swords have at least +2 initiative, so it's probably a good idea to design sword units with the finesse trait to make use of their higher initiative. possibly also the "fast" trait. they don't get the fancy AoE/double damage attacks of the other melee weapons, but swords are now reliably high initiative weapons (unlike the current system where the final upgrade removes the +2 init of its predecessor). not sure i will actually bother with swords, but at leas
[quote quoting="post"] I like the corruption for more cities idea in the abstract, but the implementation in .80 is a bit off. From what I can tell player unrest has increased (+3 per city) but the AI is still operating as it did in FE. The net result is that the AI is far outspeeding me tech wise even on easier settings. ... [/quote] last time i checked, AI cities had the exact same unrest penalties as my own cit
since outposts cost population points in LH, the arcane monolith definitely became more powerful. but it's a 2 point trait, so it should be powerful - after all that's two thirds of your overall faction points budget. it's not like the other 2 point perks are terribly weak. they are all pretty good actually.
i don't think the familiar is meant for direct combat. the way i see it, it's really useful for summoner sovereigns, since it allows you to have additional uses of your strategic summons - and he doesn't have to participate in combat for this purpose. a secondary use is to unlock extra uses of tremor/freeze/pillar of flame etc. if your sov has the appropriate spells unlocked. IMO, those functions are good enough. it really doesn't have to be good at fighting/surviving direct a
only the conclave seems to research at 150% - the 3 towns and the village show +100%.
your example really just shows that elemental damage on trained units can be unbalancing (if you have enough crystals to outfit your stacks with fancy amulets, that is). we don't know if the armor penetration on spear weapons is set in stone- this might still be changed (lowered or removed entirely). the problem is not armor vs. damage ratio but the armor ignoring elemental damage you can add on top of the mundane weapons. the price of elemental jewelry can be adjusted if it's
i like the reduced weapon damage, the +HP items for troops and the nerf to charge and impulsive. should make mid/late game battles vs. AI factions more interesting. would be nice if there is a way to add the (cheap?) +HP items to existing troops in the unit upgrade window when you unlock them (i'm going to assume they are unlocked at different technologies since they are 2 separate items?) the weapon changes seem reasonable. the new longswords are in line with the lower ti
[quote who="petrasvu" reply="11" id="3347839"] Not sure but with shield and top but not epic plate 7 unit stack should have around 40 def. So 7 x17 = 119 damage should kill all pack of units (119 - 40 = 79). 7 units has 7 x 7 = 49 HP at lvl 1. If my math is correct then i am still totally not happy, because armor is still not important. Initiative ans speed is all you need to get first hit. [/quote] that's not how the combat system works (an
i've only played about 3 hrs now, but i think it's a good game. the economy/empire building aspect is more straigthforward and tactical battles seem to be the main focus of the game. so far, game works stable, had no crashes or freezes etc. yet.
i don't think that's a valid point. cities are supposed to produce resources, not consume them. if you introduce maintenace to buildings (like civ 5 does it), you also need a lot more ways to create income. as it is now, your money comes from towns (mostly) and to a lesser extent from things like gold mines, propaganda enchants and trade/economic treaties. there's not a whole lot of money sources floating around and the primary function of money is to limit the number of troops, s
thanks for bringing that game to my attention. looks interesting :) just bought it and downloading right now.
the "hit and run" aspect could just be represented by an "escape" ability instead of the suggested "cheat death". not necessarily linked to tarth blood - thematically, an escape spell might fit with the "master scouts" or "stealthy" racial traits (for the stock Tarth race it wouldn't matter anyway since they have all those attrbutes)
i think one of the special resources gives bonus HP for units (wild game or something?)