troll elsewhere. if you enjoy stupid bugs, enjoy them alone.
sharpxe
made characters that have backstories and dreams? If you want to play 10 heroes your entire life, current implementation just for you, have fun with same heroes all the time, i personally just cant play stupid games, situation with hero selection and camera controled prooved that decition to buy this game was wrong. Vanilla elemental was bad, nothing changed with 2 addons, it stay at same level, fun only to limited individuals.
everything we need it 5th element - Soylent Green!
just limit mana gain from this spell to 120 per tactical combat, after that point no mana gained (but spell still interupted). also infinite mana for mobs looks illogical, why goddamned wizard can cast despair nonstop when you epic hero limited by mana pool?
city spam shoud be stopped, it just only possible and only rewarded strategy - build town at every spot, level fortress to level 5 repeat... level administrator to level 6 pick administrator 3 continue...
mana blast shoud deal spell mastery of hero as damage at same mana cost (1:1 factor) and possibly include level factor and fraction of 10% of total pool. This will make high level wizard with 200 spell mastery deadly and rookie with 30 spell mastery not stronger then soulspark.
such change will make money just "rush points" there is no use for gold expect shiny things for heroes, actually items for heroes shoud cost much more gold and resources needed to create item for units. BUT at same times heroes shoud recieve some bonus effect from items, weapons shoud deal more damage and armor provide better defence if used by hero, this will explain why such items cost soo much (all this weapons will be marterwork of exceptional qquility)
new class shoud be unlocked on level 9 as alternative to archmage spell level, not on level 20 or level 30 or level 40, we already have breakpoint level and its level 9
Mobs like dragons, demons, bosses and soo on (including strong mobs like cave bears and stalkers) must implement minimal ensured XP values, no matter how many units lost, relative army power, number of champions and soo on. This value can be dependant on power ration of creature. If power ration over 1000, ensured xp is 50%, this means that 3rd hero wont drain any xp from combat with such unit. If dragon have MEXP of 200, no matter what, all surviv
damn lol, learn to read, you nonsense answers not really fun anymore, i marked chars you missed: focus to whatever you selected or first unit group
looks like FE:LH about Flavor, not weighted decicions...
single zero fix issue... set value to -1000 and no matter how many bonuses added hero wont recieve any xp... as for hero levels, this already implemented for tech tree...
with 10000 mana you can deathmagic enchant your champion for 1000 base damage or 250 initiative or 700 damage and 150 initiative this will provide ever higher dps then normal hero with 500 damage per turn, since such hero will act multiple times.
this extremely stupid suggestion. are you really think that someone will create new factions just to change color?
this thread not about how to find unrest value damnit... it will be perfectly fine to see unrest level and how it effect town stats right at TS described location just above gildar at resource section
heroes and quests MUST be procedural generated, not static, current design is joke compared to cost of game, AAA state and indie games about something similar. Just imagine FE without random map generator, only 10 static maps and nothing more, ofc you can open editor and waste your time on new map or wait mouth for patch (or payed addon). Heroes must be random generated, in this case hidden params can be compensated by surprise effect. Also selection of heroes must be
whynot i would like to see more options to dispose not soo needed champions, like steal skill, steal xp, steal health or something similar, not only spell gifts.
ability to select color for youself and enemy in game setup anyone? ever warcraft 3 have such option in 2002
+1 also game must include option to disable AI sided interactions, if AI declared war, it shoud not ask for peace of such option toggled, when player decide it can do it self.
1) On strategic map after turn ended camera automatically focus to whatever you selected or first unit group, this extremely boring if you just monitor some area for enemy activity. 2) On tactical map camera automatically focus on unit that will take turn now, it just nighmare to aim archers, it force me every turn to adjust focus and camera location, in other case i will merely click single time and archers will shoot same target. 3) Both things
everyone shoud understand simple fact - anyone who want to minmax will memorize all this or just open wiki\browse game data or just savescum every possible hero to see all stats and memorize only heroes he actually want. current system just stupid, there is no excuse for that wierd implementation of gameflow for AAA game, ever indie games handle such situations a lot better.
Tarth units (or just all units with magical staffs) act wierd, animation on recieving damage just broken. Also rain of arrows have about 50% chance to fail and produce no animation, but still cause damage.
quest with bandits (200 gold or exp bonus) and spider (spider or xp bonus) are better then "easy) variant.
it just shoud drain food on completion and result in no unit or production reset if at moment of construction there is no population to drain. everything else is overcomplication at brink of bug. just imagine that you added pioner as last position of 999 turn build order, soo you want penlty for entire lifetime of town just cos some pioners are in building grid?