i'd love to see the final battle in the forge (from the scenario) as the final part of the spell of mastery (the 0.90 version of that battle, that is - haven't played the new battle from the .91 patch yet)
Azunai_
can't comment on WOM - never played it, but in my opinion, LH is a lot better than FE. can't really follow the theadstarters line of reasoning (if there's actually a line of reasoning in that post). had to laugh hard at the "balance is destroyed" comment (point 6). the balance in FE was nowhere near what we have now in LH. there may still be some issues, but for the most part, it's easy enough to not use the handful of obvious exploits if you're looking for a more balanced
[quote quoting="post"] *** Unreleased *** Scenario Fixed issues that were placing champion versions of normal units (like burning bladed, warg riding, path of the mage pioneers) [/quote] that's great :) though i think keeping them in the game as an easter egg would be hilarious :) (reward for a very rare quest or something) on a more serious note: while you're balancing city enchantments - any plans to change au
yeah i agree, they feel a bit like a weaker version of the warrior. i guess one of the reasons for this is that they have to pick up accuracy tratis before they even get to the real dps traits. maybe excess accuracy should add something to make it valuable beyond the "hit cap". i'm specifically thinking of a mechanic that moves the damage variation (the range from min-max damage) closer to the predicted max damage if accuracy is higher than required. say you have 120 accurac
i agree that it should be later - or the towers spread out over several techs in the tree (maybe even techs in the warfare and civ tree to make it more of a true "research victory") - with the forge at the very end; it's not as bad as it seems, though. they will build the towers, yes, but they will probably not cast the spell immediately. i think AI factions aren't good at conserving mana. they never seem to get enough mana to actually cast the spell in my games. also, you can disable
[quote who="Gandalftheredskin" reply="53" id="3357154"] Just noticed a new dowload on my Steam menu after turning cloud save back on, and see that .91 is released. Guess it's time for a new game, old one was won anyhow.[/quote] confirmed - 0.91 is released.
i think spellcasters aren't too bad in the early game actually. the thing with spellcasters is- all (?) the premade spellcaster sovs and most of the mage champs have more than one school of magic available; and more often than not, one of those schools is water or air. both of which have cheap and useful spells at level 1 (slow/haste) that give you the upper hand in early fights without draining your mana. keep that in mind when you make a spellcaster sov - if you want them to fee
another little suggestion: change the premade crossbowmen designs to include a shield (at least a wooden shield with no resource cost). the general consensus regarding crossbows seems to be that they suck. one reason for this is probably that hardly anyone realizes that crossbows are one handed and can be combined with a shield. add a shield to the premade design to communicate that option better.
are you sure they don't get XP? might be just a display issue (only one guy being shown in the quest reward screen) i'm almost sure that i've had champions that got a level up after turning in a quest (i mean when they were in the same stack as the sov).
seems like a huge waste of gildar. for 1000 gildar, you could probably rush several units and just conquer (and raze) as many cities as you want. i fail to see how this is an "exploit" that needs to be fixed.
i think it's reasonable to charge a bit of money for additional (and entirely optional) content. they have to make some money after all. it's not like DLC is super expenive - the map pack cost like 5€/$ or something. in my country, you don' even get a box of cigarettes for that. if it rekindles the fun for a few hours, that's money well spent.
this post may seem redundant, but i wanted to say that whatever you guys changed with the last update seems to have fixed the crash issues i had before. game crashed pretty regularly before 0.9, but didn't crash a single time during the whole campaign (which was about 12 hours of real time). thanks for that :) keep up the good work
right now, there's nothing you can do. according to the changelog for the next update, it will be removed from the campaign, though.
when you settle in the northern location (4/3/2 tile), it's possible to get two more cities to the south on the river (i put one on the bend of the river on a 3/4/0 tile with forest and a nearby clay pit (this became my main fortress), and this location allowed me to settle a decent town on the western end of the river (5/3/0 tile). those 3 cities should be enough to get you started; clear the ogre(or troll?)/mire skath lair near the second city soon, behind them you find 2 gold mines.</p
yeah i reported that when the item was added to the game (.85 i think). it's not just the champion, though; all units in the zone are immobilized. pretty sure previous implementations of stinking mud reduced movement to 1, not to 0 (it used to be the combo spell for earth 2 & water 2 in FE IIRC)
that's a bug in the campaign specifically, which was only just added with the last patch. there's no evidence that this also happens in the regular sandbox game.
actually, i tend to ignore chain and plate armor right now. the techs are still very valuable, since they unlock the higher tier shields. a defender unit with leather armor and tower shield can still get to about 60 defense while defending, that's not too shabby considering that it costs only about a third of the metal required for a suit of plate armor and it doesn't have an initiative penalty. swordsmen with best sword/ best shield finesse/ironskin/defensive are good enough as tanks
according to the changelog for .91, that bug is already fixed
in the campaign, I encountered several "champions" of empire factions that i think were not intended to be champions. Kraxis had a "Karavox Honorguard" who behaved like a champ (didn't get killed but got a weakness/wound on the after battle victory screen); likewise, Magner had a Pioneer ( 3 figure unit) that was also flagged as a champion (was a bit hilarious - a 3 figure champion Pioneer with battle axes and horses) and resoln had an "elder cyndrum demon" (i think) that also funct
swarming is pretty irrelevant at the point of the game where units wear plate armor. at that point in the game, the problem is armor penetration and overpowered essence buffs. swarming has very little to do with that.
he mentioned a hero centric playstyle, which suggests that he probably soloes monster lairs with his sov, not AI armies. in my experience, that's quite possible.
were there any strange messages in the event log? one possible way how this can happen would be that Kraxis bribed your city (with the "Betrayers") ability and Pariden conquered the city right after that happened.
yeah i agree. they are pretty fine now. the XP was initially set too low, then bumped up twice (so far) and is now almost back to the XP value in FE; the only real difference right now is that XP gain in FE was (i think) independent of the relative strength of the involved armies, which was changed in LH so you don't gain full XP when killing weak encounters with a strong army etc. the change in 0.91 will probably compensate this difference to some extent. you'll still get low
the formula is: max damage = attack * (attack / (attack+defense)) min damage = 0.5 * max damage that means they should be doing about 0.7 to 1.5 damage per swing from a single attacker i think the problem in this scenario is the swarm bonus - every enemy unit that is adjacent to the defending unit adds +1 attack and +5 accuracy to the attack. so 5 shrills in melee range of the hero boost each other from 7 to 12 attack; the result sho
i also wonder what the idea behind their default sovereign is. he has some melee oriented abilites, which suggests the probably should be played as an assassin or warrior, but on the other hand he's a beastmaster, which pretty much makes path of the mage mandatory if you want to tame some of the higher level critters (for the extra spell mastery from the prodigy traits - which also opens some nice synergy with his death spellbooks [almost irresistiible wither/curse/mass curse/blind to sup