[quote]Amulets and rings are currently listed as equipment and cannot be used if for example, you have a character with a mount, a spider sac and a red egg thing. I realize this was probably done for balance reasons, but it's more than a bit absurd that we're unable to make use of equipment that has its own tech tree just because we picked some things up earlier in the game. Rings and amulets should be organized under the armor category.[/quote] First off rings are
Kongdej
Still... They look so damn ugly :P I'd hope they would introduce some ponds or something the rivers could dissapear into Sincerely ~ Kongdej
Well, I stepped back from ridiculous since I had terrible bad luck (equipment wise, within beta reasons, tried a few games after that confirmed first game was poor luck). So from expert, It seems starting location is way more important ^_^ sincerely ~ Kongdej
[quote who="Trojasmic" reply="2" id="3237947"] Show my Silver Flute some love please.[/quote] Absolutely not >_ Sincerely ~ Kongdej
[quote who="Kantok" reply="26" id="3237970"]I still think mediocre gateway traits are fine as long as the game makes it clear.[/quote] Yea, but probably funnier to play with your heroes without them ;) Sincerely ~ Kongdej
[quote who="Gaunathor" reply="2" id="3237914"]Yeah, I was a little too slow. Should have look before posting.[/quote] Can't see all the posts all the time ;) Sincerely ~ Kongdej
Fine idea, if not implemented would make an interesting "Mod"... I'll give you that :D Dunno what to say though, its sounds like a radical change and would take some time to balance out, may be interesting, or may just do that I "need" at least 1 administrator and 1 general. Don't like how the all important and hidden faction of Umber would get hit by this though :( Sincerely ~ Kongdej
Forgot to support this sillyness... https://forums.elementalgame.com/432220 In the screenshot over there you see the air elemental "Ferrying" air shrills over the mountain. Sincerely ~ Kongdej
Rawr, Mites, rawr... The new bears... Now just give 'em maul already. This completely irrelevant message was brought to you by: ~ Kongdej
Was poking around testing the "Finesse" trait (The one that doesn't work ;)). and noticed something odd. This poor Darkling Lurker can only carry 5 whateverunits and its bow is weighting 10 whateverunits. Poor soul should get a training set or some steroids. Sincerely ~ Kongdej
Can we get some different icons for city enchants already, I think atleast 4 of the city enchants use the same tiny icon and icons are a really good way to distinguish amongst what enchant it is. Just a thought. Sincerely ~ Kongdej
Found a quest hut I could not enter. I tried to move on top of it, then I noticed it "bugged out" (happens once in a while), so I checked my hero was in the 1st slot in the 2man group, and retried, no success. So I save up the game, exits Fallen Enchantress completely, fires it back up and tries to re-enter the hut, but no success. I can tell you my difficulty is on expert, its a medium map size and I have 4 opponents, the rest of the map settings are pretty vague.. si
[quote who="UmbralAngel" reply="10" id="3237879"]I did end up testing the extra attack vs Higher level and lower level units, those work fine. It seems like if you choose Underdog and Brute on your trained troops, they get +3 attack against all units that aren't exactly the same level, thats pretty useful I think. I think they should be mutually exclusive for flavor purposes.[/quote] Nah thats ok, they are rather costy too, and I can find you better tr
[quote]Longstrider Boots: +1 Moves, Value 18. Maybe this overpowered item should be Uncommon. +1 Moves is +50% experience in early game.[/quote] These boots always bothered me, part of the "Movement Hell" that recides over champions and one of the previous reasons (before champion hp nerf) that champions would run around solo... Probably gonna run my champs solo anyways whenever I get these. Sincerely ~ Kongdej
https://forums.elementalgame.com/432616 But still GJ Sincerely ~ Kongdej
[quote who="t1it" reply="7" id="3237791"]Is it really needed in battle too? [/quote] That noise is terrible O_o... considering muting my game now. Sincerely ~ Kongdej
Try reloading see if its persistable through a save - reload. if it is, share the savegame. (You can use www.dropbox.com ). Sounds like a bug, but hard to say, easiest is if it persists through a savegame. If you forgot to save the game, don't worry, just remember next time ;) Sincerely ~ Kongdej
Now one less screenshot I need to post about :D Good catch parrot, I suspect its Derek or whoever changed merchants being sloppy with descriptions. oh right, PS its +2, but modified by tax rate. Sincerely ~ Kongdej
Might be some files didn't get installed properly, HP per level changed, this needed a certain boost to be given to mites so they would not auto-die... Meaby that part did not install on your computer. Try explaining what faction you were playing, meaby give a screenshot of the lairs, and also monster density settings and world difficulty . World difficulty might have a thing to do with it, I know they have double hp on ridic
[quote quoting="post"] Does anyone else think that getting a +1 to Initiative for a single champion is about as useful a trait as providing a beard trim? Is there any conceivable reason to take this trait, given the far better value of most others? We really need a hard look at traits in general, especially the experience-grabbing ones, but +1 Initiative leaves me with the feeling that it's the least helpful of them all. [/quote] I have been thinking
If you are familiar with the damage calculations, you would know that 9+3 = 12. And 12 attack power should do more than 4-8 damage against 1 defense. Also THANKS Heavenfall!!! :D Sincerely ~ Kongdej
Bump, still bugged in 0.981 My 9 attack doesn't upgrade to a 12 attack against slower enemies. Sincerely ~ Kongdej
[quote who="Lord Xia" reply="15" id="3237506"]The idea that upgrading an already existing unit should cast more than creating a new unit is silly. [/quote] Pretty much ^^ Sincerely ~ Kongdej
[quote who="Derek Paxton" reply="99" id="3237472"]I'd like to address kiting in another way (turn limit on tactical battles)[/quote] Oh no >_ [quote who="Trojasmic" reply="100" id="3237478"]Not sure about the turn limit on tactical battles. What's the point? We'll just attack the same group next turn and do our kiting/regenerating stuff all over again. All we've done is slow the game down then. Anyway, keep playing with it. That's what I do.[/quote]<
[quote who="Trojasmic" reply="57" id="3237167"]Has anybody talked about the fact that my games are over before anybody gets to chain or plate? If there really is some strategy behind which weapons to use against which armor, then why not let chain and plate be more accessible early on?[/quote] Agreed, I'd love to see the choices early. Sincerely ~ Kongdej