Both items are from loot. The only difference is +2 Crit Chance, +0.5 Crit Multiplier. Imho the difference doesn't worth 144 gildar (153-9) and level 6 requirement.
harmonius_
Panel updates in the same turn when I reselect sovereign.
Relias gives potion to Bacco. Now potion owner is in Bacco, but it is still in Lord Relias panel. Panel doesn't update.
Focus spell description: "Damage is doubled for the casters next action. Focus has a low mana cost". Really Focus gives only +50% damage. Initially: With Focus:
Damage in spell tooltips do not match (28 is not equal to 14): It seems bottom tooltip doesn't take into account sovereign traits: Warlock, Path of the Mage, etc.
Tactical AI still moves by one tile until it can hit you in one move. It is not optimal. In most cases it is more optimal to move at maximum all the time. For example, Magnar without horse attacks Slag. Slag moves by one tile until he can hit Magnar in one move. All this time Magnar shoots Slag with spells. [0.992] Issue still persists. Monsters move by one tile. You can cast several spells before actual fighting: Shrink, Growth, Blind, Curse, Haste, Slow.
[0.982] Things are more polished now. So quests stand out. 300 gold from easy quests ruin economy. Why you should bother with economy if you can get 300 gold for nothing in "Rats in the Ruins" quest.
Blind Slag with accuracy 48 vs champion with dodge 65. I tested it 3 times. Results: 136, 550 and 202 misses. Maybe minimum hit chance is 0.5% rather than 5%.
It seems there is minimum hit chance. I tested champion with 65 dodge vs blind Slag. I skipped about 100-200 rounds in tactical combat and finally blind Slag defeated the champion. Maybe minimum hit chance should be increased.
I like min/max hit chances in Age of Wonders, because it makes game more unpredictable - more fun for me.
Apparently there is no minimal hit chance. So you can stack dodge and be invulnerable. For example, Krax champion with 2 dodge and Evade enchantment in fortified tile is invulnerable to blind Forest Drake . Another example from game: Donya vs blind Forest Drake . Implementing a minimum hit chance solves this issue. Also maximum/minimum hit chance, maximum/minimum resist chance can add som
Blind Forest Drake always misses Donya? How much dodge she had?
Another problem: you always get Rare items from some easy quests: "Escort Noblewoman" gives Ignys Longbow, The Cave quest gives random Rare item.
Almost all rare items require level. This is for balance. The exception is only items from technologies and another couple of items. The problem: your main champion/sovereign gets many powerful items and gives these items to low level champions. Then they gain levels very fast in solo.
You can loot powerful items that are from technologies. For example, Boreal Blade or Champion's Cuirass. The problem is these items don't require level from champions. Imho these items should either require level or not be available as loot.
+1 reseach / essence or +1 reseach / city level - both are overpowered. Non-essence cities suck.
[quote who="GFireflyE" reply="3" id="3242298"] In addition, for early game, propaganda is increased to +2gildar/essence for the next beta. Will this make it a viable enchantment? [/quote] I don't think that propaganda becomes viable. +2 gildar/essence is +1 gildar/essence with 50% taxes. It is for 20 mana. It is not comparable with Inspiration +1 research/essence for 5 mana. Who says that 1 gildar = 1 research = 1 mana? Imho 1 research > 1 gildar. Rese
Gladiator Armor: Uncommon, 150 Value, 10 Defence, +2 Initiative, +2 Physical Attack Bonus, 6 Weight, Requires Level 5. Maybe should be Rare.
Selling loot is the best way to earn gildar in early game. It is better than setting taxes, building Merchant/Market/etc. So in looting vs cities looting wins. Maybe all item values should be reduced. Purchase prices may stay the same. Also Merchant/Market/etc don't worth spending turns and production for building. Imho Merchant and Market need a buff.
Increased moves on dragons will help. But new items allow to summon creatures to block the way to mages. Also Slag moves are not increased. Moreover Slag is vulnerable to fire.
No matter Ash Mage costs 15 Crystals. Ash Mage does up to 24 damage to dragons from distance. Other troops require more technologies and do almost nothing against powerful monsters in early game.
Usually you need trained troops when target is very strong with big defence. So mage troops is only good choice. All other troops can't do anything against big defence. Spearmen ignore only part of defence and their attack is not ranged. Moreover you need only Charms and Enchantment techs to build mage troops. Imho mage troops need nerf.
I usually don't use wargs, but +6 Initiative is huge, if horses haven't Initiative bonus now. Maybe need a bit nerf.
Non-Agg. Pact lasts 50 seasons. You can sign Non-Agg. Pact in early game for small price. So AI sovereigns don't prevent you from dominating the world. They can't attack you. Imho duration of Non-Agg. Pact should be shorter.
Combat spell description: inflict X damage to target unit. Really combat spells inflict random damage in range X-Y. Maybe descriptions need modifications.