I'm pretty disappointed at the amount of bug fixes, when I see how many bugs are still around.
JustATourist
Instead of considering too many changes in balance, I'd like the develpers to concentrate on implying a better memory usage. Depending on the system you use you can have CTDs every few turn, which is usually a sign of a memory leak problem. While I like that they added new tactical maps it made the memory leak worse and now you can have additional CTDs when starting a battle depending on your system (loading more textures because of the new tactical maps, resulting in more memory usuage a
There is another minor thing: In the research pop-up window that you get each time you research something all spells don't have a mouseover tooltip.
While I agree with Brainjuggler, I don't think it's realistic that we will get a magic overhaul that close to the release date. Would just take too much time, while there are still that many bugs to fix. Especially I agree that the Level of a mage should have influence on the strength of spell. It can be something very basic like 3 - 5% bonus strength per caster level (after bonus dama, that would be the easiest solution. I'd like to add, that the whole air magic t
While playing Altar I noticed with several Champions and Heroes now, that neither of them can choose "Adventure's Boon" as a new trait while level up, even if the Champion/Hero allready has "Strenght".
I noticed, if I use quickresolve for battle, my champions use up mana like crazy. That's interesting, why the KI decides to use magic in quick battles but not in usuall. However monsters who have spells (which are probably abilities) allready use them in tactical battle. So it's kind of a strange behaviour.
I guess my answer is late, for parrottmath allready found the problem, but anyway: Yes, "Incidation staff" is researched, no can't build mages either.
Playing Altar after researching "Heroes" the "Torch Bearer" doesn't show up in production menu (the other heroes are fine). So I had another look at the research window: The mouseover for the Torch Bearer does show "Attack: 0". So maybe one of the resent changes made this unit invalid. It's a small bug though.
[quote quoting="post"] Now that armies garrison a city if they end their turn on top of it, caravans are garrisoning my capital. I think this is only happening when a new Econ Treaty is established. [/quote] Happen to me too. However you can move the caravans out of city manually...
The portraits of champions will only refresh after reloading the game, not after equipting a new item.
I have to agree both side: First of all I agree with the Devs, that automatic road building is a very good idea. The game doesn't need that much micro-management that you build every road yourself. The focus of the game is somewhere else. There are other games allready where the exact location to build your cities and roads are key decitions. We don't really need that for LH. On the other hand an algorithym on random maps allways will find some situations where it can't fi
I don't see why the Champion Ascian has only two movement. Ascian is a bit unusual to get, for you have to a quest for him, which only appears randomly. He comes as a lavel 9 champion so I assume he is supposed to be pretty strong. But he is a melee assassin, no weapon neither a horse (of course) equiptable, which makes him rather useless with only two movement. Also usually level 7 and 9 champion do come with a mount which gives them +2 movement, and Ascian is some kind of big cat itself
The discription for producing Mana in a city (like producing growth or research) says something like "Produces 1 Mana per essence". I tried that out with Pariden in my capital, which was a conclave. The city had four essence (two from the beginning, one from the building only Pariden can build, one from Oracle city expansion) but still producing Mana only added 1 Mana per turn in total instead of 4.
[quote who="DsRaider" reply="13" id="3345973"] The problem with the Spell of Making isn't how early or late it is. The problem is that it is completely uncompetitive and done in isolation. You don't have to interact with other players at all.[/quote] I disagree that this is a problem. It's a standard in nowadays 4x games that there is at least one possible victory, which doesn't need interaction with other factions and can be done in isolation (for someone who mi
[quote who="sharpxe" reply="1" id="3345421"] spell of making shoud allow something like magical nuke - superweapon of mass destruction, not automatic win. [/quote] A victory type which make you automaticly win the game after you builded some achievements our did tech research is kind of standard for games these day. You won't find a 4x game which doesn't have this kind of victory, so I think some players will even expect a victory condition like that. So you can't re
I wanted to discuss the Spell of Making Victory with you guess. In my oppinion the four towers and therefore the Spell of Making comes too early in the tech tree. I'm playing LH for about a month now and in every game I had to rush the Spell of Making Victory at about 40% of the turn limit or the KI would have won the game. So I haven't seen much of the the tech tree yet. I finally decided to turn the Spell of Making Victory of, but in general I really dislike to turn of a possible vi
[quote who="Lord Reliant" reply="6" id="3344896"] Hmmm... That picture in the OP isn't appearing.[/quote] I think it was removed. Anyway Paxton did see, what I mean.
When playing 0.51 with a custom Umber leader I designed a custom unit and equipted it with a short sword I think. Now with 0.80 I am playing with Umber again. The earlier designed unit was still there but because the short sword was moved to blacksmithing in 0.75 now this unit doesn't wear any weapon anymore and has 0 attack. Not much harm done, I just deleted and redesigned the unit. But actually I am worried about units with short swords I have forgotten about and the KI still might bui
I noticed the same bug: The lighning effect is displayed on another unit then the once getting damage.
Files verified, no change at all. I uploaded my save here: http://www.workupload.com/file/RwHGaRY Hope it worked well, I never had to use a sharehoster before. By the way, the trait with the grey icon is called "shadow strike I" and lead to chainmail profency and shadow strike II, but I can't select it. If the bug doesn't occur for you with that same save game, we have to find out, what might be diffe
No, my game isn't modded at all, only using a custon Leader. And of course I started a new game when 0.80 did come out. The Mage/Defender/Assassin screens look all right, but the General screen I posted the picture about is messed up very much for all champions I have, not only Nen. That trait you mentioned: I might just have overlooked it, but I haven't noticed that grey icon earlier. But I believe it wasn't there at first and only showed up recently late in the game. How
A pictures says more then a thousand words. This is what I guess with a screen resolution of 1280x1024 under Win XP. Something tells me this isn't meant to be like this:
There are three features I really miss that much in game, that I might consider this a bug: 1. When you complete a research you get this message pop-up showing you, what you get out of this research. When you move your mouse over a new unlocked building you get a nice mouseover help what this new building is doing. That's nicely dome. However you don't get those mouseovers for new unlocked spells, and I am really missing that. I am not sure if you get mouseover for unlocked we
The following achievements haven't been unlocked in Steam for me, allthough I met the described conditions: - Defeated Sovereign in Battle - Defeat the Lord Who Dwells Bellow - Exterminator
Still it's no behavior like it should be, even if there are workarounds.