Say, 10 turns for the Tiny map, 15 for Medium, etc. That way if some Sov in one corner of a huge continent decides to cast the spell, others (and by others I mostly mean the player) will actually have enough time to stop him.
rvgr
Frequent smaller updates are the way to go imho. They allow to quickly patch up the hot issues, yet are small enough that the introduction of new bugs is limited. Ten .0X hotfixes are better than one .X update.
Sovereigns need a entry in their profiles. Let's face it, Porcupine and Ceresa should never be anything other than Magi. Magnar is also better off as a Mage. Markin is best as a Defender... etc. With Champs this doesn't matter as much, since most later champs come already specialized.
Thanks, I'll be sure to put them in.
Mancers can still build roads.
Yep. Will be running it on autopilot to see which faction consistently prevails (if any).
Thinking of making a dozen factions, half Kingdoms, half Empires. All with different faction traits, but all of the same race: Mancers. Just to see how faction traits by themselves stack up against one another without racial traits muddying the waters. What would be good Faction/Sov combos to include in the list?
Since we're speaking about spears, is there anything that is resistant to spears? Be it a monster or armor type, anything. Are spears bad vs anything?
Agreed. Seeing Porcupine with the Path of the Assassin makes me a sad panda.
Is it possible to keep the range unlimited and simply implement ranged based accuracy penalties instead?
[quote who="Mennelon" reply="5" id="3278200"]Can't anymore, could before.[/quote] When? Definitely not upon release.
[quote who="Schweiz" reply="23" id="3278249"]Hoping they don't end up with every champion a Penta-Mage...[/quote] Why not? Penta-Mages rock. Some of the best spells are the cross-school ones.
[quote who="joeball123" reply="31" id="3278032"]...I think Noble might be good for a warrior sovereign, as you can take the Cruel weakness for +1 attack and have a net of +0% unrest, but it's otherwise uninteresting and relatively weak.....[/quote] You can take Cruel without gimping yourself with Noble. The ill effects of the Cruel trait are vastly overstated.
Air has Cloudwalk. It's addictive.
[quote who="Zwollenaer" reply="1" id="3277975"]I once made a custom roleplayed Amarian faction. The story concept was that they were a Magocracy of rebellious mages opposed to Queen Procipunee and the rest of the nobility. Being a splinter faction of outcast mages and no nobility = no knights, I figured I should pick the "unarmored" trait for them. Storywise I reasoned that lack of restraint, ethics and reckless use of magic should make them vulnerable to it's effects, so I picked "weakne
[quote who="Glazunov1" reply="7" id="3277967"]Bah. Magnar rules. He will eat you all for lunch. And your little dog, too. [/quote] Magnar is good, but not great: he needs another school of magic to be truly fearsome. 3 schools is minimum for a dedicated caster with no access to Decalon. imho.
And if he was, what traits would be the closest to recreating him in FE? I imagine the military traits would be best, but I'd like to be sure.
Or no upkeep at all. Also, it would be nice if outposts came with some token defensive troops and could be stocked with additional garrison forces. This would encourage strategic outpost placement.
Actually, this error persists for every faction, not just Resoln.
Sounds right. I'd just wanna add that Warlock is a must for a Mage sovereign. It basically can turn the sov into a one (wo)man army. Monsters that are deadly under normal circumstances (like assassin demons) become trivial because they get wiped out instantly.
Did you keep Porcupine alive for the spellbooks?
You charmed a whole bunch of animals.
You cast Destroy Land and isolated every opponent each on his own dinky little island.
You were surrounded by Dragon lairs so you rushed to Dance with the Dragons.
Paid off the Trogs to kill everyone for you.