i think defenders would be a lot more interesting if their tanky special moves put them in def stance afterwards (like the ironeer blood "guarded strike" ability). right now, they are rock solid as tanks, but once you use one of your little green buttons, you're dead meat, so their most efficient use is to block troops and reposition from time to time and... nothing else really. that's efficient, but not really interesting. commanders are rather boring, though pretty effective
Azunai_
[quote who="Brenil" reply="18" id="3358123"] the XP split is linear - 1 guy gets 100%, 2 guys get 50% each, 3 get 33% each etc. That's the problem. In the later game does this make a big difference? No. In the early game? Definitely. This is especially true for your first and second hero where you literally have a hero sitting in reserve because the penalty is pretty damn severe. 50% less exp to your sovereign is huge
yeah i know that it can be fun to keep playing after the point where you have practically won, but i don't expect the game to be balanced at that stage. when you've reached that late stage of the game, everything goes to hell, simply because that's how 4X games work - you snowball out of control. you can do all sorts of crazy stuff if you keep playing after that point, dragons aren't any worse than the superpowered trained units you can build with full access to all techs and
don't think dragons are a problem, to be honest. most/all of the victory conditions can be achieved before you even get there. i think it's just a little fun addition to the end of the tree to speed up the "mop up" phase of the game. like nukes and stealth bombers in civ games.
well, to be fair, two of the XP boosting picks will be removed with the next update (see changelog of .92), so it's not like Derek ignores the fan input.
[quote]1. Heroes levelling. A lot was said about it, I think. How come only a defender can be healer? 2. Armies health regen in cities is too low. Defender is a must, but defender is otherwise useless 3. Assasins and criticals are useless[/quote] i'm not sure we actually play the same game after reading this. 1. every (kingdom) champ with life spellbook and every (altar blood) henchman (with life adept) can be a healer. as a matter of fact, a
mages don't wear armor and - unless you happen to find a decent staff with mage stats - they don't really care about the weapon in their hand, so you just give em a +3 init dagger or something and put them on a warg and they get even faster. the idea may not be bad, but as gandalf pointed out, mages are probably the class with the least issues (and non-mages rarely use spells with cast time, in my games at least)
[quote who="Chibiabos" reply="2" id="3357958"] so how is it a mind that can type thousands or even millions of commands precise enough for a compiler to understand fail to equally master human language?[/quote] modern IDE's tend to have featues like Intellisense (bascally auto-completion/correction). you'll probably code faster if you can write flawlessly, but if you can't it's not the end of the world.
in the scenario, there are several red chests near some of the more powerful "boss" monsters. don't know if there are any in the sandbox game. i also tend to use a fast (high init) weapon on mages if i can't find a good staff, but if you find something with +10 spell mastery or +10% spell damage, that's usually better than a little init. losing the shield isn't such a big issue IMO. shields are a huge bonus when you're in def stance, but mages rarely are, since the
yeah that's right. they get the shaft in multi hero units. but frankly, if you roll with a powerful group of heroes (like the insane tank & healer combo) troop levels are pretty much irrelevant. those guys are just there to do some damage in that case. but it's still a valid point. maybe the system could be improved by making troop XP independent of the number of heroes (would also be a bit more consistent i guess)
i'm pretty sure double strike was an assassin skill in FE (IIRC, you had to pick true strike first as a prerequisite)
the XP split is linear - 1 guy gets 100%, 2 guys get 50% each, 3 get 33% each etc. the level progression is on a roughly exponential curve; the table for level - total XP for next level looks like this (credit goes to user joeball123) 1 0 2 <td alig
[quote who="Frogboy" reply="78" id="3357896"] Re AI, if people are beating the AI beyond challenging, then we need them to explain what basic things they're doing to beat it. They're not beating the AI because spiders sometimes web an already webbed unit. There is some more fundamental strategy being employed that I'm not aware of. I can only make the AI play an optimal version of how I play the game. I have no doubt there are plenty of people who
yeah that's right, but admin 3 will require level 8 when the next patch is released, and admin 1 & 2 for local unrest control are easy enough to get (just need a fortress with a command post i think)
[quote who="Ishantil" reply="5" id="3357905"] Adventuring with heroes is one of the things I really enjoy about the game. Being limited by the number of heroes I can bring with me in an army seems dumb to me. I'm not sure how the math works out, but that needs to change. If I want to bring four heroes to take on monsters, I should be able to do so. This is especially true in the beginning of the game where some of the most effective units you have are heroes.
hmm don't know. the "green" goodie huts are supposed to drop rather common items, they'll probably be mostly useless if you already have something rare or better. the blue and red treasure chests and higher level monster lairs seem to drop decent stuff rather often. also, what's wrong with 4 attack on a staff? those things aren't really meant as melee wepons - it's all about the spell stats they may provide (mastery/spelldamage/free spells/spell unlocks)
since the guide is meant for newbies, i think you should mention that most of those stunts can also be pulled off with the premade altar faction & sov. i mean, the difference between the Cheeselords and the base Altar isn't all that big
[quote]The Scenario is still also a little slow off the start. Once you beat the Invasion Force it just takes so long to get to the Eastern continent. [/quote] i kind of disagree with that. maybe i just got lucky or something, but in my game there was a road on that land bridge that connects the 2 continents, so getting there didn't really take that long for me (YMMV) tech wise, there's really no reason to stall your invasion. i also stalled a bit in my game and explor
[quote] Cheese oozes from their pores.[/quote] had to laugh hard when i read this :) made my day
i agree on the potential traits - the game would be better off without them. RPG players are greedy. of course they will pick traits that promise MOAR POWER in the future, not realizing that those same traits basically make your heroes useless for the most important part of the game. disagree about the XP split. it's not really a penalty. you always get the same total amount of XP, whether you funnel it into one, two or three guys doesn't change that. th
pfff pioneers on horses or wargs - who cares? THIS is scary
light plate and masterwork are more of a flavor thing. they aren't technically better than the stuff they replace. light plate replaces chain armor - it's more expensive and it has the same initiative penalty as plate, but it adds better defense than the default chain armor. masterwork chain is the other way around- it has a lower penalty then the plate armor it replaces and is cheaper, but it also comes with less defense. not sure why you can't make a kingdom with one of
yeah that lightning longbow is sick, but it's also the only really superpowered bow in the game. an assassin with one of the lesser weapons won't be even close to that level power.
[quote who="Anelyn" reply="9" id="3357534"] @Azunai: Regarding Hearth of Fire - haven't tested yet, but I suspect it follows same rules like Mage damage, and is reduced by fire resistances, and completely discarded in damage calculations vs immune opponents (at least that would make sense to me, if you have a group of 6 archers made in a fortress with 4 essences with HoF buff which gives them extra 24 atk as fire dmg and their base atk is 60 so 84 in total, if they attack my sp
[quote who="davrovana" reply="6" id="3357529"] Can you please give the heavy crossbow and Yew Longbow 25% armor piercing?[/quote] and please change the premade crossbowmen units to include a shield. if i hadn't seen it in a thread on this board, i never would have realized that crossbows are one handed - the premade designs seem like a perfect opportunity to communicate that little detail to the players (let's face it- without a shield, they are nothing but ne