This happened to me several times in my last game as well. Really startled me the first time when the ogre whacked a until 3 tiles away.
vanderbilt_grad
Combat XP is split between heroes but not other units. Quest XP is not split. XP per battle depends on the level & strength of the units involved. Stronger untis attacking weaker ones don't get as much XP. Even without the split LH gives roughly 20% less XP per battle than FE did. However the last tweak of the beta was to increase the number of "end game" monsters and quests so that you could still level up even with the reduction.
So I'm playing a beastmaster and got the Run Wild Quest. I followed through and during the battle with the pack wolves made sure to tame Varkana the dog. She was in my army as I went back to the Inn to talk to the hunter. It made me sad that there was no option to give the poor guy his dog back.
Some additional tech needed for some of them. Also try to view hidden units.
I'll be honest and admit that I haven't worked my way down the earth side of the summons trait yet, but most of the rest of them feel pretty useful on my current summoner. Mage, Mantel of Oceans, and a Robe combine to make the mana costs pretty low for most of them. At work so I don't have the excat name of all of these, but from memory Wisp - having healing without having to have the Life tree is great. It's an attack magnet as well which can save
The spells I use the most are usually the level 1-3 ones. Spells that aren't useful or that are underpowered. - Shrink ... I don't want to give my opponents 50% dodge. Ever. - Burning Hands ... not useful in the early game let alone late game, unless you are SUPER tweaked out. - Chaos ... random effects are just 'meh.' Slow, a 1st level spell is better 90% of thime. - Pandemonium ... casting time is too long. 
I've played roughly 3 games on huge maps with 5 opponents and fast pacing. In every game the AI civs have MASSIVELY out speeds me tech wise. Here is a screenshot from the start of a new game on LH .90 [IMG]http://imageshack.us/a/img543/6244/fastresearchlh.jpg[/IMG] And a similar screenshot from FE 1.32 on a large map [IMG]http://imageshack.us/a/img23/592/fastresearchfe.jpg[/IMG] What it feels like to me is that pl
That's awesome!
I like the corruption for more cities idea in the abstract, but the implementation in .80 is a bit off. From what I can tell player unrest has increased (+3 per city) but the AI is still operating as it did in FE. The net result is that the AI is far outspeeding me tech wise even on easier settings. The biggest issue I have at the moment is that unrest from tax is unchanged. We just have a new source on top of that. I would like to suggest that t
In general I'm seeing similar things. The AI is getting tech way faster than I am. I'm able to go into their lands and buy horses super early in the game for instance. Long before I get to mounted combat myself.
I have to agree. I was actually ticked off when I saw his movement was only 2.
So Ruin of Summer teamed up with at least two Haunter armies. Honestly just fighting the two haunters armies alone would be enough (look what it did to their support!) ... but to top it off Ruin of Summer keeps getting placed off the map so even when (if) I do beat all the stuff on the field Ruin can't hurt me and I'm left dinging him with fire spells until I run out of mana. <img src="http://img577.imageshack.us/img577/760/ruinofsummer.jpg" alt
Either leveling needs to be faster or the trees need to be shorter ... or maybe a bit of both. They did look at XP a bit. In FE the multiplier was .075. In the early LE beta the multiplier was set to .05. In [.80] verson of the beta it got bumped up to .06. I'm going to go on a limb and guess that one reason for the change was the fact that the xp gain traits can be chosen and aren't random anymore. They clearly are trying to r
I have limited experience so folks should correct me if I'm wrong ... but the flaw I see in your idea of clearing the area first is that AI factions don't battle monsters the same way a player faction does. As far as I can tell the AI stack walks up to a monster stack and defeats it automatically. I've watched an AI stack clear out half of a quest area without losing a single HP (shadowing it with one unit) while I was sloging through the other side with a much st
First City built Tower of Dominion. Got first Legendary Companion. Game AutoSaved. I then saved the game manually. If I load the autosave the Companion isn't there. City is finished building the tower with nothing in queue. If I load the manual save Companion is there.
Attack once per turn ... or attack moves you into the square both seem better than what we had. I am reminded of Civ IV where most units could only attack once. You had to have an upgrade to be able to attack more than once per turn. I wouldn't mind seeing something like that.
Every AI figure seems to have 2+ paths. It's bugged once they come over to your side too in terms of not being able to see all of the paths they supposedly have.
I liked it better when combat didn't end turns. The lair cleaning problem is super annoying. I was super ticked off the first time I cleared a lair and then the AI stole the reward from me. Very un-fun that was.
That's the issue at the moment ... pretty much all of the paths are a) Boring mostly due to lots of what looks like "filler" such as +1 level per summons b) Hard to max out due to slower leveling. Personally I really wish that the summoner path dovetailed more with the actual magic lines. Summon Fire elemental requires 4 dots in Fire line and 4 dots in summoner line for example as opposed to being a sperate skill on it's own.
So I go to siege Magnar's capital ... his last City. However his score is still pretty impressive. The fight spoiler notes show up and I see that I'll be fighting and epic army lead by Assassin Demon. I choose Battle and see the following Apparently there are too many of them. The game locks at this point.
I should still have a save for this. I'll check when I get home tonight.
I've been walking my current sovereign down the summoner tree He had the summoner ability & a ring that adds +1 to summons levels. Pulling out huge elementals anywhere I feel like on the tactical board is a huge deal & sure does feel pretty powerful. The high level Air Elementals in particular have been fight changers.
I should add that it's actually somewhat hysterical to watch the horse move in that exact same position with no animation at all....
So it's not enough that "Jessica" ... one of my custom empire opponents with Warlock and Cruel as traits was forced to become a defender ... but something odd happened the 2nd turn after she surrendered to me.....
Honestly these are my single largest complaint about the game.