Maces suck, quite frankly. So do axes. And bows. The best weapons in the game are swords, spears, and magic-bolt-throwing staves. The reasoning: Swords: Swords often give a bonus to initiative, which is a huge thing in this game. being able to take more turns than your enemy, essentially equates to a massive amount of extra damage due to attacking more often, and it more than makes up for the relatively lower damage. Counterattacks are also amazing, they
NanakoAC
path of the governor is imo worthless. The game only provides two methods for passively levelling units, as i recall (only one which works for champions). Both of them give only a "25% CHANCE" per turn, to gain 1 xp. which is pretty pointless. It would be too weak even if it were a guaranteed 1xp per turn. Given the far far far higher rate that xp can be gained from battle, i don't think it would be unreasonable to expect the adventurer's guild to give a flat 5xp per tur
i definitely agree that this is a bit of a problem. The fact that the player always takes their turn last, does not make sense. I think that they should at least be auto-first, or better still that some mechanism be devised to logically choose an order, or to randomise it. I really think the game should have been designed with continuous turns, where a "turn" is the time between pressing end turn, and gaining control again after everyone else is done. Instead they've made it that
i agree this is really unintuitive, it's a bad design. I would logically assume, especially from playing FFH, that magical immunity would make someone immune to any non-physical damage. However that's not the case. Enchanted weapons with extra fire/frost/lightning damage, will still do that extra damage to magic immune/resistant targets. And even things which are entirely elemental, such as a fire staff, will still affect such targets. Surely we can agre
Hi all. as i'm sure we're aware, this is a great game, but not one without problems. I crash >10 times in an average day's play, with several of those crashes being reliably reproducible, and i'm sure there's plenty of things that need rebalancing too. I wanted to ask first of all, what is the latest current version of the game. My main menu says "Version 1.00"although i'm sure someone on this forum mentioned a v1.04 at least. that aside, does
Hi all. I'm not sure if there's some official place to post these. I wanted to report a simple and fairly reproducible crash. If, after dealing the final blow in battle, but before the battle ends, you open up a unit's profile/info screen and leave it open, the battle will not successfully end. it gets stuck for a while and then crashes to desktop after about 10 seconds. this is quite annoying.
i'm sure i've never seen the ai go near a wildland, and i'm glad for that. There's one absolute truth in gaming, that people don't always seem aware of. Things are only interesting when they happen to (or near) the player. In this case, the wildlands are little mini adventures, interesting locations that are constructed to provide an experience. Specifically, a one-time experience. Once you kill the boss/loot all the caves/etc, the wildland disappears. Wild
i was sure i read that sions could be given pieces of equipment, that's the only reason i was interested in them. After going through the research and pain of finally getting one built, i was so disgusted by their lack of an inventory, that i immediately deleted my resoln empire and started an altarian game instead. They just suck, in every way. Custom inventory is a necessity, MORESO than champion traits. Without the ability to adjust and upgrade their equipment as they grow, nur
[quote who="Lord Xia" reply="39" id="3266426"] You are wrong. What I mentioned are absolutely RACE abilities, not faction abilities. You are the ones to mix this up, honestly, you are totally wrong on this.[/quote] It seems you are right. wow. This does not make sense. I went into the faction editor to check, and what you said checks out. The question is why. Given the huge checklist of strengths and weaknesses in there to choose
[quote who="Supreme Shogun" reply="2" id="3266415"]I think A lot of the Defender's stuff is OP. Particularly that there's huge bonuses to resistances making them completely immune PLUS there are complete immunities to Counterattacks and Crit Hits. [/quote] I don't agree. Resistances are easily maxable even without anything in the defender's path. Athican leather cuirass, plus the fire ring and fire cape, gives you 100% fire resistance without too much troubl
[quote who="Kalin" reply="1" id="3266410"] The problem with shieldwall is not that IT is op, but that the AI don't know how to effectively COUNTER def (like elemental damage), or at least they don't have enough time to do so. For example... if you run your shield wall army against a bunch of well designed mages... it won't be pretty. [/quote] Well, mages are another matter entirely. I think that as we have a generic "defense" as well as individual value
STEAM! =D
i don't understand influence. it feels like a pointless mechanic that doesn't serve much purpose. It's a pretty broken and sparsely implemented mechanic, and seems like worthless bloat considering the number of resources we already have. i've rarely felt satisfied with getting more influence, and rarely have any use for it except to sell it to the AI (who has no use for it either, judging from the amount they seem to stockpile.) The primary way of gettin
See title. For those who are unaware, shieldwall is an ability under Path of the Defender, which gives +5 defense to each group in the army (including the one who has the ability. This is a pretty big thing. as anyone who's played the game much will realise, defense is an incredibly important aspect of this game. I'm not sure about the math behind it (i'd love to see formulas) but my intuition from the numbers i've seen tells me it probably works, to some degree, on fl
As to the topic in question. I haven't played as yithril yet, but i've fought against them many times. juggernauts are very powerful creatures indeed. the power that they have is interesting in that it takes adaptation to fight against, however it's also adaptation that the AI doesn't seem capable of, and that's a bad thing. The biggest problem i can see with them, as people are describing, is that they don't have a role in an army. Rather, they ARE an army. Th
re: Lord Xia. You seem to be confusing races and empires. they are quite different things. Most of the things you've pointed out are EMPIRE abilities, not race abilities. You specify "RACE" in allcaps as if you're trying to compare the racial blood abilities. Yet not only are you mixing empire and race abilities, you're also leaving out many empire abilities and judging empires based on only the (incomplete set of) things you mention. </p
i've experienced the same bug in your first post. if i create henchmen with learnable abilities (like spell resistance) they're able to take it again on levelling. i believe the effect stacks, too
nono, forget the last two replies. Just right click the soverign you want gone. you'll get a confirmation dialog, and then it's gone. simple!
the stacking is a problem. as to the dragons, i think it shouldn't be possible to put certain spells on certain enemies, without a damned high spell mastery. If you want to shrink a dragon, you should need a godly lv20+ archmage to do that job. the manacost should probably scale based on what you're trying to shrink too. i think all the status effect spells are too cheap, tbh./ they're amazingly useful
in my first two games, i got crushed utterly. everyone always seemed to expand faster and then all team up against me. By my third game, i had learned how to design an overpowered sovereign. I got crushed in the beginning, and bullied by two empires who were each four times my size, teaming up against me. I led a four-champion questing party on a vanguard conquest, bringing two empires to their knees and getting into first place simply through combat tactics. And also through haste sp
[quote who="dangerlinto" reply="5" id="3264880"] Quoting EddyGamerLP, reply 3Do henchmen count as Champions as far as the Experience dividing goes ? Pretty sure they do.[/quote] no they don't, that's the whole point of them. They're mini champions without the disadvantage of gimping your monarch's xp by having them in the party. the tooltips in loading screens mention this frequently, iirc
i made a topic about this the other day. it does seem that shadowbolt is bugged. most other spells work fine. the fire equivilant is far stronger anyway
i do reload in certain instances. Usually when my pet snake/umberhound/thingy dies horribly in an accident. I blame it on the randomness. There's too much randomness. The range for random damage on physical attacks is insane. Any given attack can fail or succeed dramatically with little consistency. This diminishes strategy and planning, and makes your success (imo unfairly) dependant on luck. So when some little group of darklings rolls a max damage c
"mages" are just dudes with magic wands. they don't actually have any spells. all they have is one of the elemental staffs, which fires a bolt of elemental damage. These staves are unlocked at Enchanting i think, and later in the tech tree there's better ones at Arcane Weapons. Anything magic requires crystals to manufacture. these staves are no exception
i find spears to be worthless since you can't use a shield with them. On frontline troops, the extra defense is critical. The fact that they penetrate armour is nice, but i tend to use spells and staff-mages if someone starts spamming heavily armoured troops at me. axes and maces i don't really find very good either, due to the initiative penalty. their other bonuses are nice, but they don't make up for low initiative. For me, the sword is the only cho