Opinion: Level 1 champion shouldn’t be able to take out a black widow. Suggestion, Stone skin should do +4 defense plus +4 per earth shard. I'd suggest to instead increase the downside of Stone Skin. Make it reduce Initiative by -2. Or increase the maintenance cost to 2/season.
HenriHakl
I love the developments around the factions - once all 8 factions have experienced the love the game should be another milestone forward. Something that I feel should be emphasized currently is GUI polish. (Loading screen is stretched on wide-screens, occasionally combat units lose their action buttons, the mouse cursor doesn't immediately update on contextual switches.) PS - against all the naysayers - I HAD A RANDOM EVENT! Some kind of global meteor storm. Knocked me off my seat
I agree with the voice that suggests there should be a special effect for hammers too. Slow with massive damage is not exciting enough. I concur that a small stun chance, or perhaps a sunder or knockdown effect, could benefit the weapon.
I like it best with the outlines.
Brad's comment makes very clear how much we're going to enjoy Beta3. It's got my heart racing already.
Oh excellent, thanks and corrected and responded. Have a [e digicons]k1[/e]
I've been busy today, putting together an early preview for tenletter . Nothing that we beta-players don't know already, but always fun to see perspectives.
[quote who="AndyBarrett" reply="4" id="3110827"]Spell of Mastery takes something like 25 turns to cast, so you are unable to do anything until the time is up. It's happened to me, but unfortunately there is no counter to let you know how many turns have past or remain before it activates. [/quote] The victory conditions screen (in govern) shows the remaining turns; would be nicer in a more "main screen" context.
Yea, I've actually played a game with the express purpose of using Paragon to power up one champion. At the time of starting I wasn't aware of the infinite-Paragon bug, but I figured it out not too long after. The results are shown here
I don't think the "common" traits need to be powered up. They have some good follow-up traits where they act as prerequisite (and if that was expanded even more, then the common traits could be surprisingly valuable). I purposefully ignore Uncommon and Rare traits on occasion if they don't help my character as much as a +2 to Con (or other stat)
Regarding the opening post: Neither Beta1 nor Beta2 have been released as content-promotion - StarDock is aiming to get the basic gameplay and major bugs sorted out of the game. There's heaps of content, quests, spells, gfx and the like that are/will be added to the game. Not all of that is committed to the Beta we have right now.
I'm a little put-off by how hard it is to get higher-level magic. Leveling more than two or so heroes to beyond level 7 is really hard - and to actually get level 5 magic in one school of magic requires a fairly high level. Managing more than one level 5 magic is not very likely at all. I'd really like to see ways to have somewhat easier access to magic. Perhaps one or two ways that can supplement the magic levelling progression (quest rewards, Wild Lands, etc)
A suggestion for hero advancement: there should be a *tiny* chance to get feat options that you don't meet the prerequisites for. For example, currently "Path of the Warrior" unlocks (among other things) "Stun" and "Sweep". Having "Dexterity" gives you the option to select "Finesse". Now in some cases (like the Fire Apprentice, Fire Disciple, etc progression) the prerequisites should be respected. But sometimes it would be awesome to get a completely random and unaccounted for tra
[quote who="Manii Names" reply="1" id="3105292"]Selecting a subset of units within a group of units is clunky, the mouse tends to "snap back" to the most recently selected unit when I try to quickly select multiple units Not experiencing this. I use shift-click, is that what you're doing? [/quote] Yes, shift-clicking. It is very subtle, to be sure, not like a big jerk of the mouse. It's not even a problem if you do it slowly, but if I try to do it q
On the main game screen the handy list of things to mess with are shown in the top-left: units, cities, quests. This is great. My suggestion is: the game should distinguish between me right- and left-clicking on one of those list items. Often I need to find the position of a particular unit, and the current behavior helps a lot - I click and end up at the unit. But sometimes I'm in a different area of the world, and want a particular stack to move "here". Now clicking the unit wil
I have a great time with .86 - and doubtlessly the improvements and new content in Beta3 will prove spectacular. But there's quite a bit of small glitches that should be addressed; polish that makes the game more professional and clean Spelling mistakes should be eliminated whenever encountered When I meet Emperor Kravax (or one of the other emperors, I'm not 100% sure it is Kravax) for the first time he refers to me as "Emperor Kravax", I bel
Yea, I think the Paragon is a bit buggy with the minimum stats. I managed to take Sergenes to about level 30 with "legit" stats on my sovereign. He's already a frightening monster at that time. I haven't experimented yet, but the XP-gain thing I mentioned could possibly be exploited to get a hero to around level 40 with legit stats on the sovereign - one paragon casting later on definitely gives 2 level-ups. One of the key considerations on the sovereign is picking only traits
I thought I should show this crowning glory moment of my paragon'ed super champion. He's wearing champion gear and the lightning hammer (for the per-level bonus to damage). I've noticed that "Paragon" (the spell) gives enough XP to level, but this XP still gets modified by the champions Int-bonus to XP; so using Paragon along with picking Int-increasing options (as well as the governor path with army-training options) and wielding the green cap of +5 Int means that casting Paragon
I disagree with Opening Post. Multi-turn spells are brilliant - tactical considerations are strengthened immensely by it. Once the AI uses these spells, there'll be even more consideration.
Agreed, this exists already. Also agreeing with DarkGaldred: ranged attacks should take a penalty if they move first
Adding to that: I understand it would be work, but perhaps the corpse would be a retrievable item left on the battlefield (only available to the owning player) and death as well as life magic could have some spell variant that revives the corpse and allows the champion to be used again in some form.
I do get, and appreciate, that champions don't just die the first time you defeat them (or have yours defeated) - but there should really be a more-than-tiny chance to permanently kill/lose a champion. I'm getting a little upset about killing the same enemy hero for the 20th time. He has a list of injuries much longer than his actual positive traits and is negligible in combat. Likewise, for my own champions, I'd like for some to heroically and permanently die after their nth defe
I've also come to the conclusion that the wilderness (not just the Wildlands) seem tamer for the AI than for me.
I'm not one for getting "bigger" tactical combats and complexities that allow a genius strategist to swing the odds of battle - but I'm keen on getting more options and variations in tactical combat that increase the fun rating. Tactical combat *is* enjoyable, no doubt - but it becomes much-of-sameness after a while. This is in part resolved by having more units types in the game, but also having more abilities on units that affect combat. But, even the average militia without
The problem is one of critical mass - it's not too difficult to get to the point of accelerating your hero from 5 to 10. This would make a great hero; but not a dominant force to be reckoned with in its own right. To get to push up to level 20+ is quite hard to do - unless you are successful at beating the early game and can get a fair chunk of resources for yourself. But if you managed to do that, then you wouldn't need to use the paragon-route.