Anelyn

Anelyn

Joined Member # 5323233
11 Posts 223 Replies 3,264 Reputation

"Removed some unintended Soldiers Cloaks that were forcing crystal costs on some units (Pariden spearmen, etc)" Are the cloaks removed from the soldiers, or from the game? Thanks for clarifying!

62 Replies 194,256 Views

I don't agree with that. Each faction has different strengths and starts, as well as mid game development. The fact that in end you build everything in all cities is to be expected. When I play resoln I go for magic research first because I can cast oppression in my town and just build the basic stuff then spam pioneers while my sovereign is clearing the map with basic militia, spearmen, trained widow, and familiar. Then I can go back to researching civ / warfare. There is

51 Replies 149,214 Views

Ah we add buffs into equation now? Buff the bear with everything you want, he still won't compare to heroes / trained troops / summons by the time you pick growth / shrink in life mastery. Now imagine I cast that growth on any tarth unit attacking the bear. My unit has 10 atk for sake of simple calculation. So he sits at 15 atk now. Then we add 50% trait = 15+7.5 = 22 if you round down, 23 if you round up. Now add double strike. And I can pimp that units with upgraded armor and we

62 Replies 194,256 Views

So I made a new faction, tailored them to my liking and wrote them a nice story as well. Then made a sovereign and kicked in the game. Then it struck me. Picking black as your faction color blows (despite they look awesome). Very hard to see your faction borders, building queues, faction power etc. So I want to change that. But I have no way to access the custom faction I created? Can't delete or modify anything - or did I miss a button somewhere? Much appreciated. <p

7 Replies 11,616 Views

50% dmg is always there, is not resisted. Tame beast can and will get resisted, especially vs higher level beasts, and even more if your hero attempting the tame is not a spellcaster with high spell mastery. Beasts are just that, same with summons. They don't grow more units / group as they level. Their atk / defense don't increase either. More hp on a bear with 0 def means nothing past early game. He can't tank, nor will he be a beast dmg dealer with a 12 atk no matter of

62 Replies 194,256 Views

Tarth are not weak. +50% atk is insane bonus, makes it clearing all the wolves / bears early game much safer, plus you can go for dangerous beasts earlier (like solo slags hunting etc). They don't have Beastlord, so they can't tame them, they kill em instead. Maybe give 25% armor pen to Tarth specific bows with last tier one retaining the 50% armor pen. This way they keep same dmg vs non armored opponents, but gain a bit more dmg vs armored ones.

62 Replies 194,256 Views

No it doesn't, of course you may feel that way if you are not used to mage characters. If they would be freecasting all time non stop with no regards to a resource for casting spells, nobody would ever even try other specializations. Am not joking. Plus there are some spell combos that are insane when used right, even in early game. Want to know how Empire of Resoln can fight tougher enemies and huge armies despite they have no access to armor past leather? Cast your familiar and

12 Replies 19,392 Views

Both spells and melee / ranged power increases with 1 factor: strategic map control. Gaining access to new resources, building and upgrading improvements, advancing in research trees, leveling heroes / troops all reflect on how well you do on tactical map. At start of game you don't have to engage in fights with enemies that have more powerful army or much larger than you. Instead of building your town you can train 2 more units if what you want is to fight that early in game.

26 Replies 32,843 Views

Taming, bribing (bandits or trained units) results in you winning the fight (defeating the enemy) and since the newly obtained unit took part in the conflict, everyone gets xp. Its an intended mechanic. You can only use those skills once per fight pretty much, and the rare occasions when you meet a single one (higher level ones) are so rare that they really don't add anything overpowered. Yes taming early a grizzly bear or w/e is called, or a slag will give you a nice boost in xp

62 Replies 194,256 Views

Would mind telling me on what difficulty setting are you playing and in what part of the game (early game, mid game, late game) this 3-8 turns vs enemies of similar or higher strength than your party happens?

23 Replies 19,696 Views

Wizard1200, your quote was referring to lowering the 5 turn cd on abilities to 3 turn cd on all abilities from your previous post - with which I do not agree (it's my opinion after all). Moving and attacking, defending, retreating, flanking, all need to play an important part in the game outside of race / hero specific traits (which are more of a flavor - something useful but not overpowered, to give you some diversity). You can't say geez I would have won that battle if my wr

62 Replies 194,256 Views

You don't have to use soulspark early in game, or when you do, you really don't have something else to cast (you already used haste and w/e else you had). It scales with unit progression and level of caster as well. It's not meant to transform your pariden soldiers into ranged spellcasters that kill stuff before it even gets to them. It's there as an option vs high armor targets, targets you don't want to risk a counterstrike from, or to finish off something that's run

12 Replies 19,392 Views

Am curious how comes your combat lasts only 3 turns. Heck I even have fights that go for up to 20-30 turns. The combat is interesting as it is for what the game wants the tactical phase to be, it doesn't need to transform into ability spam.

23 Replies 19,696 Views

Not agreeing with this. Aeromancy / hydromancy / geomancy should not be tied to spell lines. They provide buffs which should be open to any specialization of spellcasters (as they are now). I don't want to be forced to hope I will get a water or earth mage hero at some point in future so I can cast a spell from hydromancy or geomancy. And 5 turn cooldown is fine as it is no idea why you feel it needs to be shorter CD. You do have to use your weapons (on troops / heroes) as well no

62 Replies 194,256 Views

Why do you feel 5 turns is not a decent cooldown? It helps to balance abilities easier since all share same cooldown. If you would give some 3 instead of 5 cd, we will argue until end of world which ones should deserve 3 turn cd and which 5, and some will end up more powerful than others. Soul spark is fine and so is double strike. Either of those having less than 5 turn cooldown would become op mid-end game (already - IMHO - double strike high end archers are on the border of being O

23 Replies 19,696 Views

This will be insane regarding the fire and air shrills. On higher difficulty settings they already deal a lot of damage with those spells (18 non resisted for example on expert). If they also keep the targeting mechanic of hit whatever unit is injured, means you will lose 1 unit no matter what until end game when your units hp / equipment will allow them to survive. Not to mention you get at a point in game resists for fire and cold, but there's nothing against lightning.

62 Replies 194,256 Views

Resoln: Wraith touch scales with level and number of troops. When you will hit 60 dmg with a wraith touch later in game (healing your unit for same amount) don't say is weak :) Sure is not awesome, is just a good utility (or dmg vs high armor units when you would do very low damage with normal attack). Tarth: it fits them to stay small being a small fraction of rebels (hence the penalty to unrest). The racial bonus isn't amazing, but it helps early game, wouldn't say usele

23 Replies 19,696 Views

Being a spellcaster you reduce the mana cost of tactical spells by 25%. There are traits to further improve this, as well as items in game. Not to mention water spell Mana Tide (or something of sorts) which can be cast on heroes to reduce tactical spells mana cost by 50% (and has no upkeep is a one time cast for 50 mana if am not mistaken). The more shards you posses and higher upgrades you give them (shrines, altars, temples etc) and more cities with essence resources and mana buff y

12 Replies 19,392 Views

Cooldown is fine on abilities / race specific skills. Having cooldown on spells doesn't make for a more tactical battle, but for a limited option one. If there was no resist in game and couple other factors maybe. How it is now, hell no. When I get 3 chain resists on a mite group with 4% spell resist and I have 84% spell mastery, trying to land that infection before they swarm my no armor troops playing Resoln, I don't agree that a cooldown would make a sense. There ne

26 Replies 32,843 Views

[quote who="ElanaAhova" reply="5" id="3336597"] BeastMistress[/quote] No such thing. I look at the, and I see darkness! Oracle.... Ceresa! :)

63 Replies 154,849 Views

Worst case scenario: peaking a fame barrier when you're in a swamp chased by angry trolls and a pack of insert X here (wolves, air shrills, earth spawns w/e). And you get the poor guy or gal, on terrain penalty, you can't bring em in your army coz ranks are full and you wouldn't trade a seasoned troop for a hero (he came free, cause you're so famous, but for other one you had to pay gildar and crystals and metal and wargs!). So unless terrible lucky, he's dead meat, guaran

22 Replies 86,053 Views