[quote who="Kongdej" reply="69" id="3322799"] Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) *Feels very important*... Yay Sincerely ~ Kongdej[/quote] Nicely done, grats [e digicons]:grin:[/e]
bladewinddraconus
[quote who="Frogboy" reply="32" id="3309988"]I think the best way to describe it will be a tightening of the game mechanics so that they are more related to one another. You're going on quests to help your civilization. You're champions are a reflection of your civilization and vice versa.[/quote] I am very glad to hear this. As your opening implies, there are times when FE does feel like a mix-mash of mechanics rather than one collective experience. Looking forwar
1) Putting down a city only to find out you cannot build any upgrades (too close to another city). 2) A shortcut bar for spells in the overworld map, so I don't have to go to my spell book several times after every new hero recruited/city built. 3) Path of auto-roads between cities and outpost are not efficient at best. I would like more control over it... and instead of training a hero with road building, perhaps we can change it to a spell and let us just click and
Link to post here: https://forums.elementalgame.com/438260
You can always train your sovereign to do a heart burn attack... and spitting it out at melee range :P
Mostly agree with Troj. This game's potential definitely worth a 10. Being another old geezer that spent a few good years on Master of Magic, I am looking for more polish and game stability from FE (1.1 has definitely increased the crash frequency). Game balancing and AI definitely demands more work... but I have good faith that will happen with time, given SD's achievement in SSE & GC. Game-wise, we need some better quality of life improvement. O
When you go into your custom faction selection, (either via. sovereign creation or workshop-> faction creator), the description does not mention about the warhorse or Bazaar unique improvement. This is only mentioned if you select Faction of Capitar. Also, warhorse does not give initiative in the current version... So the description needs to be fixed in both faction creation and for Capitar (or add initiative back to warhorse :P).
[quote who="jutetrea" reply="7" id="3294490"] +1 Dodge per level might be a little more balance, imo... The +1 per level stuff is always kind of meh to me, how many champs usually get over lvl 10, how many over lvl 15 and that's during the course of a whole game. Same with troops, I would assume most troops on a successful army get up to lvl 5 or 6 (not quite sure how fast they level). Maybe +10 AND +1 per level, but +1 per level is too low I t
+1 Dodge per level might be a little more balance, imo...
Maybe you can try re-patching? I loaded up a 1.02 saved game after the update, new save games read 1.1 However, game still crashes from time to time...
Updated for 1.1 [e digicons]B)[/e] Here are the cities related changes: Balance Amethyst Vault provides 2 crystal/season (instead of 1) Base city Gildar is reduced slightly Guild Grocer bonus hit points reduced from +10% to +5% Units trained in a city with an Infirmary start with the Endurance trait Mining Guild provide 2 metal/season (instead of 1) Pyre of Anni
Interesting... as I usually turn every option up to max/dense. The enchanter trait really helps city, as +1 to essence is pretty nice to have, especially when you unlock the higher tier city spells.
Thank you, Kongdej ;) Path of the Henchman: (Not really, but their adept spells...). Life Adept I/II/III: Aid -> Heal -> Growth Fire Adept I/II/III: Burning Hands -> Flame Darts -> Focus Water Adept I/II/III: Slow -> Chaos -> Water Elemental Earth Adept I/II/III: Hurl Boulder -> Stoneskin -> Shockwave Air Adept I/II/III: Haste -> Guardian Wind -> Storm (Typo Growth on description) The only pre-req is
I am starting to play around with mods. If anyone have any suggested mods for me to try, please post here.
This is a simple typo: Air Adept III (henchman ability), the description should read Storm instead of Growth (Life Adept III).
I might have settle a city too close to another one, it would not let me build any improvements... Can anyone confirm the minimum distance you need between cities?
Is there a guide on what abilities/traits are available to which path? Also, what is the requirement to pick up the 2nd+ path or is it just plain random?
# of cities, population, research, etc. also count towards it.
@ hareamao : Fixed, thanks. Death of copy & paste... [quote who="Glowing_Ember" reply="2" id="3291376"] you can add more essence by upping shard density and world resources.[/quote] In my current game I have everything turned up to max. But the landscape seeding is still pretty random, it has to do with the stamps they have on
List of City Planning mods: To use the mods, make sure you have mods enabled in the options. As I test out the mods, I am going to classify them in 2 categories (based on my opinion, of course): Non-game breaking (minor tweak/life improvement for city related): Snaking Mod : Relax rules to forest/river being adjacent to city. <a href="https://forums.elementa
In FE, your cities also level up (based on population size), and can go all the way to Tier 5. Each tier increase also give you a choice of 3 upgrades (which takes up a quarter slot of a tile, but you have no control where it is placed) which gives you specific bonus. Progressing from tier 1 to tier 2 branch your city off into 1 of 3 direction: Military (Fortress) Research/Mana/Potion vendor (Conclave) Economy (Town) While they