Your mic seems really odd, is it just me or is there some scratching noise? :S But you probably noticed anyways, still thanks for doing this, its really good that your doing this... (Doing new strategies in a modded version seems counter-productive). And jeeses you made attunement op O_o Sincerely ~ Kongdej
Kongdej
You lost me heaven :D... But meaby you should make a huge deal about it so you can make a more interesting mod for me :P Sincerely ~ Kongdej
[quote who="UmbralAngel" reply="6" id="3214703"]I think its confusing because of the notation +1 Shard -> +1 Shard +1 Mana -> +2 Mana Unless you don't closely look at it you wont realize that only the mana is going up. [/quote] Especially because the tooltip on upgrade hero abilities work in a way different manner ^^ Sincerely ~ Kongdej
[quote who="Ausland" reply="2" id="3214692"]I think I've only noticed it when there are lots of troops on the field. Possibly when I have multiple spell casters.[/quote] I have seen it with 4 on the field. Edit: Might still be 2 casters Sincerely ~ Kongdej
I think dense resources only hits Iron, Horses, Wargs, Crystals and the like, don't think it affects gold ores, and I havent seen ancient temples or research cites (I think they removed research cites for balance, since research is decently scarce now). Sincerely ~ Kongdej
That Lord Relias look really odd. Sincerely ~ Kongdej
Satrhan, that sounds extremely complicated, both UI wise and gamepaly wise... So not sure I agree. Seems to me ill have to bring my calculator each time I want to build a city, and figure out if it needs to be 1 tile to the left or right, and figure out all of the surroundings, putting trillions of numbers into my calculations of where to build my city. I might just be thinking of it in a more complex way though... But I cant picture that idea in a simple way :S Sincere
I totally agree on atleast most of them, got a comment on 2 of them. [quote quoting="post"]* There should always be an option for the city to build goods (gold income), research, growth or production which becomes a permanent build queue item. Buildings would add to the base percentage increase of the above. * There needs to be a way of placing troops at the start of a battle to overcome the problem of important troops being blocked by others. Hate having the Charge perk on
This is a UI bug only, I still get to pay x amount of money to rush buildings, but the interface shows -3 still... Sincerely ~ Kongdej
Hi there, was playing a game, and doing some important quest with killing rats, that I got too much gold as per what is told. When I walk upon the INN with the sovereign, I get a choice between 300 gildar, a "Doom Club", or 20 influence as a reward. At this time in the game I was totally broke (14 gildar, +1 per turn), so I chose to get 300 gildar instantly so I can buy rocketcars and golden ponies. But to my surprise it rewarded me with 400 gildar instead, which seems wrong.
Seen this too, no known cause to me. Sincerely ~ Kongdej
Nice series das, its a shame my patience died some time ago, but really enjoying seeing the first 45 minutes of the show. I hope you get to show off some awesome stuff, get some vids of bugs :P, and have a good time doing them :D Sincerely ~ Kongdej
Id love to see more mage gear in general, I think we should think about what would make interesting gear for mages, cause the only thing I can think about is + spell mastery. Sad to say, but with the balance I see in initiative, spells, and weapons, I think I will end up making my own mod for the game :S Sincerely ~ Kongdej
[quote who="DexCisco" reply="8" id="3214306"]For ghost towns, perhaps production could be calculated based on the minimum population for the city level. So if a level 4 city drops below the level 4 requirements, its production is reduced to current population/level 4 city minimum pop. I guess that should only affect production added from buildings, not the location values or a gutted large city could be worse than a new city. [/quote] I have found no evidence that level =
Fireballs would go nuts, but a small version of fireball and flame dart would be nice... Let me add some other suggestions, Stone-skin, Mud, Slow, Haste, Blindness, Curse, Thunderstrike, Sunder. Hope they all are lesser versions though, units should in no way cast as powerful spells as my hero. Sincerely ~ Kongdej
This is what was talked about. And I agree, it is VERY misleading, on the flavour text it looks like he is halfway surrendering to my might, and want to pay me money. Besides, there is NO point in them popping up this trade, since any player with any sense in they're head would accept this at random (Im not even at war with Umber, they just want my money...) Si
https://forums.elementalgame.com/430070 Was addressed here too ;) Sincerely ~ Kongdej
[quote who="mqpiffle" reply="11" id="3214290"]I'd suggest the devs change the starting location algorithm to something like: Starting locations must have no fewer than three resource locations within three tiles of the sovereign's initial placement. One of the resources must be a shard. Potentially rivers and forests each count as a resource location. Recruitable monster lairs do not count initial resource locations.[/quote] Well it would be nice i
Found another starting position I find highly "unacceptable"... Notice the huge stack of darklings right next to where I did start... Sincerely ~ Kongdej
Opened the game, changed some stuff in firefox while the game was loading, and came back to a crash. https://www.dropbox.com/s/29ulx7sixvrnmy8/debug%20%287%29.err If you need me to elaborate more next time, just ask. Sincerely ~ Kongdej
I like icecream.... With sprinkles... Sincerely ~ Kongdej
[quote who="Glowing_Ember" reply="5" id="3214142"] also, i find that if there is something about the idea that makes you twitch because you find it limiting, then your onto something that gives the idea value and you should think about why you don't like it.[/quote] lol what? I don't like it because it would stop me from doing multiple builds, in a build like this I would find the best 3 perks and use those. Because I do use more than those 3 mentioned (I act
[quote who="UmbralAngel" reply="3" id="3214120"]You can only press ctrl + N on turn one or else the game will crash.[/quote] worked for me on the first 10 turns. But anyway, that's why I'm posting the bug :D (Think I need to be better to post all and every bug I see though, like my start-up crashes) Sincerely ~ Kongdej
[quote who="seanw3" reply="2" id="3213937"]It fits with the lore to alter people in the game. That is what the fallen are afterall. They were once human and then turned into abominations by dark magic. The spells we do have for altering heroes are a bit lacking, but on the right track. They function fine, but offer no imagination of what is being changed about the unit. I would like each level 4 spellbook to offer a spell that connects a unit to that element. With the new code we got in beta
Really good idea francois :D Sincerely ~ Kongdej