I'm noticing a trend in my metal supply: - early-game: claiming an iron deposit with my first or second city is a plus. I get better units early, but its not game breaking. - mid-game: balance here is near perfect. A mid-tier unit in a full suit of chain can cost my entire supply of metal (upgrading from full leather to full chain is ~225 gold, ~50 metal). I have to budget carefully and concentrate on metal producing buildings. This is good. BUT if I have no metal (or crys
Brainjuggler
[quote who="Brainjuggler" reply="10" id="3371329"] One game my starting city was isolated on a peninsula with no city spots for miles. I rushed to get this spell only to have it not do anything to the empty land.[/quote] Say you are right about the wasteland/desert thing: this spell would still not help in this example and I think thats BS.
I agree with the OP, I know what it does but have often had no luck. One game my starting city was isolated on a peninsula with no city spots for miles. I rushed to get this spell only to have it not do anything to the empty land.
[quote who="sweatyboatman" reply="43" id="3358140"] Potential should be gone. Either it makes sense to take it as your first pick (ie. you get an extra level before level 5), in which case it's mandatory and should be replaced by an across the board increase in XP. Or it's a waste (ie. you get an extra level after level 10) in which case it's useless and a trap for inexperienced players. [/quote] +1
[quote who="Anelyn" reply="13" id="3357546"] I would like to take the opportunity to ask the devs to take a look at some spells and adjust them to scale either with level of caster or shards power. A positive example is Entropy from death school. Doesn't take many shards to boost the damage to remain competitive past mid game on higher difficulty settings. A negative example are all air school damage spells. One does 10 damage no matter what (true can hit up to
I hate to be a prick, but I'd much rather see bug fixes general polishing instead of new scenarios - or new anything for that matter :( Still a fantastic game!
I think the balance is just about there and if they turned all their attention to fixing bugs, exploits, and longstanding issues like hero XP and road-building we'd have an amazing game.
Oracle Cersea cursed my city. The curse remained even after I had eliminated her faction.
+1 to scouts building towers instead of pioneers, how could I forget?
My peeves: city militia units will only fight once: attack with one sacrificial unit, then attack with a second stack and all the city defenders won't be there stacks can't move after fighting: let an enemy clear a nest of baddies, then claim the treasure yourself. With some clever use of sacrificial units and choke points, you can keep enemy stacks at bay indefinitely. pioneer exploit: queue up a bunch of pioneers to cheat the growth system <l
"per shard effects:" Flame Dart adds 3 damage per shard. Is there a way to increase that without adding new shards? IE: make the Evoker skill add 1 to each shard only for spell effects, not mana or anything else.
I humbly submit these suggestions for improving the magic system. Major points: scaling: spells need to be based on level, not just shards. Something like X base damage plus Y per shard plus Z per level. Some of the low level spells like Flame Dart could have a higher base damage but less scaling so they'd be viable early game but then get replaced later on. mage path: needs to be redone. I've seen a lot of great threads floating around and most of the
Is there a way to modify how ALL spells work? I want to expand Spell Mastery, have it affect spell damage, mana cost, maybe even mana per turn and "per shard" effects. How can I do that without modding every single spell?
I think Assassins dual-wielding daggers (or a sword and dagger offhand) would be cool for gameplay. They're supposed to be the crazy offensive glass cannon class and it fits right in. But warriors in full plate wielding two swords would just be ridiculous. I'd say that if Assassins get dual-wielding they should lose most/all of their armor proficiencies.
[quote who="Phaedyme" reply="93" id="3348669"] Some low level spells remain useful throughout the game, while others do not.[/quote] Maybe the problem is how the trees are arranged. You go from Flame Dart to Fireball, but the only other tactical spell is Flame Wave and thats way down the magic tech tree, iirc. Maybe there just needs to be better coordination between the hero skills, tech trees, and elemental 1-5 traits.
[quote who="Jim Winsor" reply="12" id="3348593"] Agreed it has to go. A stack of one-unit armies can hold a key choke point this way for as many turns as it has these one-unit armies. It's silly IMO.[/quote] +1 This issue needs to be addressed. Also the city militia only being available for one attack (attack a city with 2 stacks and only the first one will have to defeat the militia).
Quoting Wizard1200: Lots of good ideas in there. I think every spell should scale based on level. IE: X base damage, +Y per level, +Z per shard.
[quote] Reduced Warlock from +50% spell damage to +25% [/quote] Will magic and the mage path be getting overhauled in the near future? Even with +50% spell damage my mages never felt terribly powerful.
I really like the building system in this game. Its not over-complicated, doesn't try to do too much, and doesn't have excess mechanics, and deciding which buildings to build when is a big decision. Even the "build me everywhere" buildings are not always trivial. Settle a new city late game? Do you want to wait 50 turns to put up a dozen "build me everywhere" buildings before the new city does anything useful? Buildings also take time and that's a valuable resource. If you can win
Re: HP increase vs weapon damage reductions If the devs are clever they will use both. A unit with high armor and low HP will be resistant to weapons but vulnerable to magic. The opposite is also true. If done right this would add more variety to the combat balance.
The unit multipliers make things tricky for the hero vs grouped units. Can I go out on the crazy tree limb and say they should be removed? Even just for testing purposes.
+1 to everything in here
I whole-heartedly agree with redesigning these. Warlock is the only option for mages, Noble is a joke, Beastlord is OP, etc., I see lots of good suggestions in here.
I want a hotkey to toggle between 3d and cloth maps.
[quote who="parrottmath" reply="13" id="3342433"] Not true, if someone doesn't use any spells and gathers as many shards to themselves and cast meditation on every city with essence and make all essence cities into conclaves, it is not too far fetched to get 10000 mana. Biggest thing is that players use mana and cast spells throughout the game preventing one from attaining 10000 mana. So, it is not balance but how a person plays the game. If it is possible to gain 1000 mana per