On #1 that is by design. then please change the design. we should only lose all our city militia if all of them died. any that survived should be available for subsequent battles
NanakoAC
so after taking a break from this game for a couple weeks, i came back to find a few new patches. I'm planning to get my cousin into this game soon, as we both used to play FFH together for hundreds of hours, and loved that. Unfortunately, the state of the game still feels unfinished and lacklustre. I still get frequent crashes on loading saves or ending turns. I talked to my cousin about this game the other day. The first thing he pointed out was the
I've mentioned this issue before, but i feel it needs highlighting again, considering changes to shieldwall and henchmen in the upcoming patch. I believe the biggest balance issue in FE at the moment, is the ability to infinitely stack "aura" abilities. That is, things that boost your army, such as Shieldwall (+3 defense to whole army) +3 def on an army is quite reasonable, and it makes a nice ability. But if you put another unit in there with the same ability, your army g
two simple factors: 1. You are small. Stardock may be growing, but it's still a fairly minor player in the grand scheme of things. Rates of disruptive behaviour in forums are generally proportional to their traffic level. For a small developer, your limited fanbase means that those who do come to post here, really care. whereas in a larger forum, you get people trolling because they have a vast audience. 2. The genre. Strategy games, and especially non-compe
I have to disagree. Champions just aren't that useful in the grand scheme of things. For a champion to be good, you have to nurture them and level them up a lot, put fancy gear on them, etc. Because of the way they share XP (very badly) combined with a limited amount of stuff to equip, dungeons to explore, and monsters to kill, means that imo you're rarely accomplishing much by having more than 2-3 champions
I don't care much for the changes to curgen's volcano. With this it just goes from overpowered, to unuseable. in either case it still fails to be a suitable component of the game. 500 mana for one spell is a rather expensive cost, but 2000 is pointlessly high, so as to be unattainable until hyper-lategame where you're already strong enough to win. The casting time is a good thing to have on it, although 10 turns is a bit too long, i think 5 is fine. The mai
Frogboy: In gathering user feedback regarding balance, it may be helpful for you, or another developer, to open targeted discussion threads on particular topics (such as city levelling choices). Threads started by staff always get more attention ^^
definitely agreed. sometimes roaming beasts are too strong (like a swarm of ophidians early game) and they don't touch the AI, but hound you mercilessly. it's just plain cheating and i don't like it. the worst case is when there's a dragon that roams around near some map chokeppoint, cutting off your troop movements, and yet allowing enemy armies through. I once had to fight a REALLY slow war against magnar because there were 2 dragons between him and me,and i couldn&#
autoresolve is terrible if you use archers, beasts, or any other kind of low-defense unit, or any units which aren't at full health. it seems to automatically allow the enemy team to do a certain amount of damage, and it distributes that damage in an overflowing single-target manner, starting with the lowest HP unit it's really pretty broken. my familiar can't be killed if the enemy doesn't have archers, i'd protect him too well!
3 the way building placing is implemented is silly imo. I think it should be implemented just like CIV - The single core tile of the city is all that matters, and all the surrounding buildings are just visual effects which don't affect anything instant appearance of roads is mostly fine to me. Maybe you could have caravans autoplace roads as they go, if that makes more sense.
i think the xp per turn values are still not enough. I'd make the townhall a guaranteed +1 and the manor a guaranteed +2. the national wonder thingy can be +3 Remember that at higher levels, it starts to take 300+ xp to move up a level, for one small trait. even at the val,ues i've suggested that's still 60 turns at the fastest, maybe too slow.
[quote who="Khorak" reply="8" id="3282371"] What does my head in is that female Mancers have such a profoundly crap selection of clothes. They don't even have trousers. Or the fantastic female-only shoulder cloak.[/quote] agreed here. Pariden has the same restrictions. It seems that the available selection of fabric meshes is restricted by race (or faction). Perhaps this is intended to promote some sort of visual similarity between untis of the same faction, but i thi
that IS an insane jump. maybe some world superpower got drunk and surrendered to a tiny nation? :p
[quote who="Wizaerd" reply="2" id="3281826"]No, because it'll be quite out of date within a few updates.[/quote] this.
this is good news to hear. Though as they say, actions speak louder than words. i'll be waiting to see how things pan out in the longterm before making any commitment to modding. I'm disappointed in the relatively terrain-independant design of FE though. in civ you build improvements on tiles, and work the land around your city. Yet in FE it seems you only work the tile the city is placed on, and everything between that and the next town is just wasted space.
The game's definition of magic is quite narrow. As far as i can describe it, "magic" is effects caused by a spell, which is selectable as an action in combat, and falls in the "spells" category of the tactical combat skillbar screen. Elemental damage which does not come from a spell, isn't considered magic. even if it is quite clearly from an enchanted staff throwing magical bolts of fire. I'd agree that the current way it works is illogical. But how SHOULD it work
i have an idea for adventurer. As altar are currently the most overpowered faction, i propose nerfing them and fixing relias at the same time. Take the altar ability that gives +1 prestige for completing quests, and make that the function of the adventurer trait. Altar would be weakened, but he'd now have a trait that perfectly suits his playstyle. And that trait would be avilable to custom soverigns for other races too.
i think a better way would be to make it a choice. Having your soverign/champions face visible would boost the morale of troops, providing some bonus to the army, at the cost of sacrificing some personal defense. Perhaps +1 initiative, attack and defense, and +3 dodge, spell resist and accuracy, for every helmetless champion in the army. Small bonuses but they'd nicely supplement groups of trained units.
you can't, really? i'm sure i've had more than that before. are you sure you've upgraded your maximum army size through research ?
[quote who="hntr101" reply="3" id="3279679"]That is definitely a step in the wrong direction. What makes a game fun is to have different kinds of unbalanced items and having the opponents find away around them. This includes the player also. It seems the game is getting put on medication. Nothing that says, "Holy Crap".[/quote] the opponents DON'T find a way around them. it's a lobotomised AI that drools all over you while you search
the best tanks in the game are high evasion heroes with lots of counterattacks. in their current incarnation, golems can't really compare to that. There's a lot of things they need. For example: -Taking a leaf from Heroes of Might and magic, give them a rait that allows them to shield allies. A certain percentage of incoming damage to all adjacent units, is instead directed onto the golem (50% is a good value) -They need s
golems need more offensive capability. Give them some of those overpowered special traits that the juggernauts have. They have a trait that gives +100% attack ffs. you can't compare to that.
Capitar has the warhorses. end of story :p
i agree. it would also be useful in general, to have a hotkey bar for spells in the strategic scope, like we have for tactical battles.
the only way you can currently upgrade units, is if you pick the autoupgrade armor/weapon options when originally designing a unit