I've been kinda obsessed with a certain coop F2P shooter recently so I haven't been playing/following the development of legendary heroes recently, but reading the patch notes makes me look forward to coming back, many of the changes look to be for the better, and I'm seeing things requested on the forums going into the game. So... Keep it up! ps. reading the AI section made me very happy, especially the bit about strategic spells.
MGoods
Ok, basic working as it should behavior seems to happen with level 1 towns. You build a building (eg, a momument) and your ZoC increases by 1. You then demolish the monument (because why not) and it shrinks by 1 (incorrectly I might add, but building the monument again fixes things). Also when demolishing the monument the fence around the village retracts, no longer covering the area where the monument once was. Then you upgrade to a level 2 settlement (tested on both t
What happens if a city snakes to an outpost that has the combat/movement bonuses, etc? I had it happen once while building my own 'superhighway' as Darxim calls it, and I noticed that the improvments (specifically stables) moved into the cities' list of buildings but honestly I didn't do much testing as to how it works, just wrote it off as weird and moved on. EDIT: well that was interesting. Did some testing with Pariden and arcan
Also: With steam integration you could probably track this kinda stuff now..... just sayin :)
What if upgrades were built (in a relatively short time) by either Champions or soldiers (or both) stationed at the outpost? By that I mean you take your army and park it on the outpost and set it building something and number of building units (champions or soldiers) and a few turns later it's done. Implementation wise you could give outposts a build queue and an amount of 'matierals' decided by the number of build capable units on the tile at the
My favorite is tidal wave, watching that wave come in is so fun, and it's so cheap. That and I can grab it on the way (edit: I mean grab it right after) to getting mantle of the oceans for cheaper tactical spells :) Aside from that, starfall, tremor then wither. Also, I would love to see the AI using strategic spells on me (beyond city based ones).... just sayin :)
Might I suggest making fortresses if you are planning to conquor everything in sight? Not for the production or the unit bonuses, but for the building at level 4 that gives -10% unrest in all cities, and the one at level 5 that gives -30% unrest in all cities. I like that the unrest penalty means that building a few fortresses early on actually becomes a reasonable strategy instead of a waste of the city that could have been a town or a conclave (after that first fortress)
"can I hotkey strategic spells" was literally the first thing I thought of when I first got raise/lower land, having to open the spell book repeatedly was a pain. Even a "use last" hotkey would be incredibly useful.
Wait, if the thread got nuked does that mean his suggestion would have worked? Dammit, now I kinda wish I hadn't ignored it for 'obvious trolling'. EDIT: that, and I wish I remembered what his suggestion was :P
no, the guy was just trolling I imagine
I like the idea of showing everyone a list of the ideas that you have, and the known bugs, and the order in which they are planned to be fixed/implemented. However it does have some inherent problems, 1st people will get annoyed that their particular bug/problem/feature isn't higher on the list, and post about it, while people who like the order probably wont, which leaves an overwhelmingly negative "we can never please our customers no matter what we do" impression on the devs. 2nd
Because it can't be said enough, I love the new champion leveling and acquisition. Also like that city spam is being addressed, although I'll hold off of saying I love it till I play it and decide that I do (or, you know, don't if I don't :P) Also, I just checked and shadowbolt can only be used every other turn in my FE, is steam distributing an old version or are you just too used to the stardock internal build? :P btw, loving how
Honestly I think that most people don't understand the difficulty associated with making a good AI, especially in a 4x game, and unfortunately improvements often go unnoticed simply because people don't notice or think about the problem that is no longer present, they think about the ones that still are because when they play those are the problems they see on the screen (and oddly enough, people are looking at the screen while playing, who knew? [e digicons]:D[/e] *)<