So I’ve seen some things that seem like anomalies in my current game. 1. As I added cities I was building Clerics and then Bell Towers. Eventually after a few cities I was unable to build Clerics in my new settlements. After a war in which I captured and razed a few opposing towns & forts my settlements were able to build Clerics again. 2. I built the Tower of Dominion in my first settlement. However just recently I’ve seen it listed as someth
vanderbilt_grad
Had an odd bug in a recent game. Ongr the Unbound was lingering around one of my towns as I tried to build up forces sufficient to deal with him. I saved and reloaded a bunch in here, mostly on other battles and to control which champion I got at 100 fame. Ongr attacked the town a few times in there but, not in any of the saves I kept. Eventually I felt ready to give him a try and I put my sovereign in the town anticipating an attack. Sure enough ... howeve
You could just start off with 500 gold if you want to avoid the early game crunch. :) I also find myself building cleric's and bell tower's ASAP on my settlements.
The spells are amazingly powerful if you have a large amount of mana. The issue I have with them is that anyone can use the spells. It seems odd to have my henchmen casting mana blast, but I've done it one game. I like the mana blast spell on the sword better than as a quest reward. Had it in a different game & it seemed less OP.
To Alien, I’ve tried faster modes in FE. After my current game I plan on trying those a bit more. As for the mosnters … [b]*I*[/b] I wasn’t freeing them. There was an AI faction super near my starting location (hence the early war). It’s possible that they freed them. However this isn’t the first time I’ve seen this. Some games the monsters seem to like to wander even if I’m not super near. New combat works
I’ve started several games using the beta, but I’ve finally managed to finish one. Was playing a small map (Karrazan’s Fist) with only 3 other factions. Impressions [b]This game plays a LOT more slowly.[/b] Adding corruption & pop requirements for pioneers slows down the early game something fierce. Tech research is slower. Expansion is slower. Adding new cities & outposts is slower. That has a carry over for the la
Floating magic salmon that fly around the bears. Just for fun the bears should have clumsy and attack them from time to time.
I thought that the familiar was going to be immune to normal weapons. If you did that and took away their physical attack I think they would be interesting.
What if.... The base elemental magic trees had roughly half of the spells, both tactical and strategic that they do now. The Mage path trees had a summoner path, a tactical path, and a strategic path that gave static bonuses and unlocked additional abilities from the elemental paths you had masterd. So to get summon fire elemental you would need 4 ranks in both the Fire Elemental path and the Mage Summoning line. Additional lower level Fire summons could be added
Bears have maul, but they do seem easier to kill in the beta when you swarm them. I'm not sure I mind that. Wolves are too strong. The elemental guys ... I'm not sure that more damage is the answer. For the Ignys, I think that a small init boost and a shorter cooldown on their breath weapon would be helpful. For the Shrills ... I think that a few more HP would make them more dangerous and fit their challenge rating better.
Cloud Walk & Freeze.
I've seen that happen once. I could chose 1 foe but not another. Placement seemed to matter.
I park them in cities only near the end-game or if they happen to be near a city and I need to build a unti for them. In the latter case I park them until they can travel again. More than anything else this particular concept is where the two different parts of the game RPG Adventure vs Civ building are exposed as not being 100% connected yet.
Public Beta - Super happy to see the open Beta. I really like that this was done. Can't overstate how pleased this made me as a customer. This kind of thing is great for the mod community as well. Steam - hate it. It's easy to use, but I object to how it operates. Also can’t overstate how much I wish that the beta did not require this. Product Install - I'm biased here. I've worked with software installs as a part
The generic +1 level traits are boring. In vanilla FE I chose those only if the Random didn't give me something more interesting. As is the level trees are 1. too linear & 2. too vanilla. Solutions i've been thinking about (all already on this thread as I'm posting late): 1. Give more than once choice per level up. Given, say, two choices per level-up, you could pick one "boring" bump in a tree and something else more interesting on th
I've had a unit get stuck in that middle structure once.
Wolves are hugely OP now. I've had much greater difficulty with some weak / medium wolf battles than I have with other units that are supposedly of a higher difficulty. Threat level would be one way to handle that ... but I dislike the idea of a wolf pack being a tougher foe than some of the massively powerful magic critters or even opposing Empires in the early game.
Hightower only. Even that only where I need it. As a former Civ IV player who is still pretty new to FE the City/Outpost thing was the most confusing part of the game early on.