I think there's some new DLC.
Darxim
Threat levels are very unreliable. It would be good, particularly for new players, if they could adjust them somehow. I wonder how they determine threat levels.
I don't think it's unfair. You can see the exact stats and abilities of every unit you will go up against when you attack that wild army. You can see before combat what Coal Stones does. You don't have to attack them. If I attack them, it's because I brought the right kind of army, and/or because I can some strategic spells on the army before entering tactical combat (Freeze is a good one because it lowers initiative). There are many ways to deal
Another thing I'd like to see: Have all the tiles' yields at starting points total up to 9 . I don't care how many tiles with yields there are, or what their exact allocation is, as long as they each add up to 9. 2/4/3, 3/3/3, 5/3/1, 4/3/2, all those are fine. I don't want to see a starting area with only 2 tiles with yields and they're both 2/3/0. I know I can just hit Ctrl-N until I get a 9er, but I also know that my AI opp
[quote who="Orosian5" reply="21" id="3376514"]My main issue is that sometimes in the tactical display, creatures will stop moving normally. If I click ground within their movement zone then it's as though I clicked somewhere too far away. In order to move I have to click on an enemy unit in order to move towards them (to attack). Sometimes clicking auto play seems to fix it. I'm not sure what causes it, but it's something I'd be happy to never see again [/quote] I know
Tornado does have a 1-season cooldown. However, it is cast per-champion, so you can cast it once per turn per champion that has it. Having it happen that much, though... you might be running into a bug of some kind (I guess that's why you have [Bug] in your subject line).
You don't have to open up the research to see turns remaining. Just mouse-over it. The tooltip shows how many turns are left. That said, having the number of turns remaining next to the name of the tech you're researching (like with city production) would be nice, so you could just glance up and see it rather than have to mouse over it.
For Tame, I think the mana cost should be increased, and a casting time of 1 should be added. I also think that the cooldown should be reduced to 5 turns, because I've spent many a dull combat waiting for it to cooldown so I can tame all the beasts. The cooldown reduction could be further justification for the mana cost and casting time increases. I don't like the idea of reducing the chance of success. I think there's too much chance in th
Did not mean to hit that button (I hit quote instead of edit).
[quote who="onomastikon" reply="6" id="3374439"]- renaming cities [/quote] You can already rename cities. Just hit the Rename button when you've got the city selected.
It's not a matter of difficulty, it's a matter of how long it would take to implement it. I have no doubt that the devs know how to implement it, but they probably have a list of higher-priority issues they'd rather devote the 2 hours of time to.
This would be a very helpful change. I'd made a similar request a long time ago, although my request was: "Any numbers that have decimal places should be shown with one decimal place everywhere (except in the Resource List at the top of the screen) . It doesn't make sense when I select something to build and the affected stat number increases from 1 to 1 (I was using Growth as this example before, but that is no longer a valid example)
Updated. Added the last 3 posts to the list, and crossed 15 since it's listed as fixed on the 1.2 changelog. Also, I've got 11 as crossed instead of "fixed" out because I haven't verified that it's been fixed myself. If someone else could just tell me that they've seen it fixed. I crossed it out because it was listed as fixed in a prior patch. It's: 11. Hummingbird pike does not give stated ability to summon air e
I've seen this as well in my current game. My game was started in v1.0, but I hadn't taken the city until after the upgrade. Also, I don't see it listed as fixed in the v1.1 changelog, so it's fairly safe to assume it hasn't been fixed.
Isn't Fear supposed to just reduce accuracy? I looked the XML and I see that it actually is meant to make units skip turns, which it doesn't seem to do.
As far as I can tell, all the bugs involving autosave still exist.
@Kale: That wouldn't solve the problem being discussed. Your problem is a different one that can be solved by changing your view to a more top-down one. Hold down the middle mouse button and you can rotate your view. It won't snap-back in tactical view (and you can turn it off for strategic view in the options).
Thanks, I've added yours, although I modified the text.
For those wondering about the Steam update yesterday, there was an update to Steam itself. Steam will run its own auto-updater when you launch a game that uses it. That's one of the reasons it takes so long to load.
15. Influence is still shown in the city level-up window. 16. Storm Dragon faces in random directions when using the breath attack.
If you have your road-building unit in an army, he can build the road after his last move. If he's by himself, he has to wait until the next turn.
I actually suspect that the displayed hit chance and the actual hit chance are two different things. The displayed hit chance lines up with my calculations (although without the decimal places). However, they seem to go beyond the 50% chance mark more than 50% of the time, which really shouldn't be the case. Of course, I haven't compiled evidence of this, as that would be a bigger undertaking than I'm willing to take on.
I typically play with the Enchanters strength and I haven't seen this problem before, either.
In my current game I'm running a beastmaster, so all the bears are on my side. My army of cave bears is unstoppable.
In a prior patch, an attempt was made to nerf the Maul ability by applying a percentile penalty instead of a flat -15 to accuracy each hit. I believe the intention was to reduce the chance to hit by 15% each swing. What has actually happened, however, is that the accuracy is reduced by 15%, and then on the next swing, the remaining accuracy is reduced by 15%, and so on. This means the penalty shrinks with each hit. It also means that your chance to hit will probably ne