Silver tongue seems a bit weak, 130 Influence for a single trained unit, its even resistible. How about making it effect champions, although for a higher price (depending on lvl)? On the other side, the Broken Loyalties is too strong, getting a city for 500 Influence is so much easier than conquering them, since you upgraded their defenses. Is it possible to make the influence cost dependant on the city level? Maybe 250 Inf for a lvl 1 city and than doubling the cost for every city-le
Trokthar
arcane bolt seems to calculate with double the spell damage bonus: at lvl 4 it should do 4*3*1,25(path of the arcanist) =15dmg, it does 18dmg at lvl 5: 5*3*1,25 = 19, it does 23dmg at lvl 5 with evokerI: 5*3*1,5 = 23 dmg, it does 34 dmg Edit: or is this intended to make the mage stronger for the higher levels ?
The difficulty is quite dependent on the starting location. I once had a starting location with 3 essences and place to rush 2 additional cities in the first 12 turns. The 3 essence means that you get +3 research at the beginning, the cities placed that early let them build solid defense before the AI tries to attack them. A start like that makes the difficulty 2-3levels easier than a standard starting position. On the other hand, a starting position without any essences and no settling groun
how do you unlock the hill mine? i settled on/near a hill and used raise/lower land, but nothing unlocked it you have mentioned in the changelog that tarth gets 4 traits but i can only choose 3
Staffs also do damage against multiple enemy on the battlefield, really good against stacks. Edit: lvl1 staffs attack 1 enemy, lvl2 attack 2 enemies and lvl 3 attack 3 enemies, or is it an area-attack for the higher lvl-staffs?
Well, you do have a tactical regeneration spell in path of the Healer at level 11: mass regeneration for 4hp/turn + 1/life shard.
I think he's talking about stoneskin.
Since i'm testing various builds: Path of conjurer doesn't add the listed 3 level to the summon prayer has a casting time of 4 turns, should be cooldown of 4 ? sweep does no damage, only the 33% chance to knock someone down works (if that's intended than it's a bad attack) flurry is broken, i activated it and Verga attacked the ground (animation plays before i can select a target), but nothing happens Verga doesn't get mana blast if
There seems to be a bug with the Regeneration spell: you have 2 Versions, one strategical and ond tactical. The tactical spell has in his description that it regenerates per season, and it doesn't have any effect in tactical. Quite useless that way [e digicons]:)[/e] .
Well, i was hoping for some fire resist against those evil dragons and the even more evil ignys... Edit: wait, does the damage from overpower add to the bash percentage ? that would be really huge [e digicons]:omg:[/e]
tested the iron golems the +0.5 tactical Scale Multiplier on the steel talon is overkill as the standard golem is really big already, if you really want to make the steel talon the biggest golem, than you should make the other golems smaller. overall: you keep your line for specializing unit for different tasks: tempered steel with its stat boost becomes better against single strong units, although he is missing defense against any non physical attack, it would r
I'm running around as a Beastlord and have a couple of cave bears and have just noticed that they are upgradeable [e digicons]o_O[/e] , is that intended? They are powerful even as a single unit but as a pack they become ridiculous! Granted they have no defense but lots of health to make up for it, high initiative, good damage and maul!
So the workshop gives +3, the new mason +5 and the mill will give only +4, maybe you should change the mason to +4 and the mill to +5 than.
It fits for a civic centred build since only the buildings get a speed increase. The speed up is quite noticable, even with the reduction of production per material. An other bug that i've seen: i play on a large map with 8 AI-sovereigns that i've never met and i got a road to their capitals with the exeption of Magnar, although his capital is only 3 free tile away from a road. Sadly i can't tell you when this happened, but its really weird. </
Is it intended that the upgrade from workshop to mason reduces Production per material from +3 to +2 ?
A downside i've seen with 1.0.011 regarding the non moving lair-bosses: I tamed a bear in a bear-camp, he still has 0 strategic movement and is now a roadblock and my heroes are trapped with him since i can't separate them and they automatically get 0 movement too.
Hi, i just started to play with this mod and i really like it! I especially like, that it's viable to play with only 3 Cities without feeling gimped (if you got good locations). A couple of things i've noticed: Elemental resistances: you can choose the weakness to fire/cold/lightning for -50 and immunity for +100, resulting in a free +50 resist Faction weakness: the "Vulnerable to magic" is listed twice, both give a point but don't have any effect on your t