[quote who="Frogboy" reply="30" id="3356178"] Tactical battles are designed to allow your strategic decisions to manifest themselves. That is the design point and we are very pleased with how Legendary Heroes has come out in this way. For players who prefer quantity over quality in their armies, we have the swarm mechanic now in LH. For players who prefer to see their units fight many units at once, we have added a slew of new weapon abilities to let them focus on
Anelyn
Option 1 or 3 :)
Capital or nearest city to your sovereign?
Yeah that was the idea. When I first played in 0.85 and dabbled with unit design, I gathered that the game was offering you various unit types (defensive, offensive, ranged / melee, mounted or pedestral) so you get an idea of what to expect. Then you went into unit design to specialize (or pimp up) what you wanted. I always try to use some lore and visual identity when design troops (fire mages / frost mages, plate axes vs leather axes) it gives you some attachment to your tro
Precisely, wish peeps would specify in their threads / posts: IN MY OPINION, things are great, or suck. You can't say the game sucks because you say so and bring other games (which we may or may have not played, care about or not, and are focusing on different aspects of game play) in as an argument.
Great find Azunai! But it's still a bug, as obviously you're researching the upgrades with immortal codex and ereog's journal :) The should be displayed :)
Well thought is good to ask since in many RPG games having more spell pierce for example than enemy resists, would make your spells deal additional damage, same as debuffing resists beyond 0, resulting in negative resists (already in game, but we can't lower enemy resists they have innate) which results in extra damage.
Oi Elana you missed out by not kissing the frog. Prince Charming level 20 would have joined your army and help you defeat the big bad OGRE! :)
What I mean is this upgrade should be optional for existing designs :) Either interface option or unit design option at bottom next to hide / retire etc :)
1. make it an option so those of us who like current design don't get shafted 2. Swords, daggers, maces/hammers accessible to all factions, 1h spears to krax. So you have spears and axes left out, that's not too bad for 1h and shield? (sure additional weapons like flails wouldn't hurt) 3. Agreed, and more female Sovereigns (and more customization for creating new ones, only 3 face types and all wraith despite I picked men?) 4. You can raze those if they are
Same experiences as Azunai_ here. No problem with swarming. It's what actually makes a pack of wolves a dangerous foe early game and not just cannon fodder.
Before asking for mods, did you actually try to play on any setting higher than hard for both world and AI? The challenge is there, and is in all aspects of gameplay. Tactical fights are not meant to be a game inside the game and last for an hour "So yeah I played today LH for 4 hours, managed to settle a city, build 3 buildings and clear 3 lairs near my city, tomorrow I shall explore a bit further to the west." On higher diff levels you can't autocombat or steamroll
If you pick the first option to burn the corpses / infected ones you don't get a quest follow up, as for option b and c.
Empire of Krax can't build Spikes of Krax (spearmen with short spears and wooden shields) until they research leatherworking. However the unit is missing from the Leatherworking research branch (the icon should be there with the defenders), but it is made available upon research.
Please read the description, it says mana per seasons +2, air power +1 for air shrine upgraded from air altar. If they only provided additional mana, then it would read Provides: +2 mana. All upgrades are cumulative in the game.
Since you play a Kingdom in the scenario your familiar gets replaced with a Wisp. Is not a bug :)
BUMP. Also, the power gains in shards from upgrading (played with Queen Procipinee this time) doesn't update on top of info screen. If I have a an earth shard, and research immortal codex and upgrade it, it should read 2 instead of one according to description (earth power season 1 > +1). Otherwise is hard to tell how much your spells are affected by the shards and their bonuses from the spell book (which doesn't give you an estimate of overall benefits, just
@Parrothmath: I don't recall in any of my games prior to 0.9 having to redesign basic spearmen or other units because I researched charms, but maybe I never researched charms before getting crystals and did not notice it - more input appreciated.
UPDATE: this is affecting all standard units that you gain from researching different branches. All have their gear buffed with magical stuff etc, which makes it impossible to train anything unless you specifically go and design new units. Suggestion: make this as an option if you want to keep it in game, a flag you can check before starting a new game, if you want your troops to update their gear instantly as you access new options via research, or uncheck it if you want the normal t
With .90, the magic research tree for resoln completely misses the shard upgrades. Not only the icons miss from their branches Immortal Codex and Ereog's Journal, but there is also listed that you get no benefit from researching either of the branches. Yet
Since 0.9 I noticed something odd regarding basic units design. As you research new techs, the AI automatically upgrades them with everything you researched that they can equip (meaning player troops included). Example: Basic spearmen unit, costs only production to build. Research Charms at start of game, you can't train same spearmen anymore, as they cost crystal to train, since they are automatically fitted with monk robe, initiative boots and accuracy gloves. This does not affe
A question related to shadowstrike: If I get rank 3 for 75% AP and use a bow with 50% AP, would I end up doing more damage (125% AP, which could mean 25% extra damage), or is capped at 100%?
Just started a new game with Altar, and since I had 2 shards in my vicinity decided to make them available at start. Then I went to Charms as I had 2 ancient libraries nearby. Guess what, after researching Charms, I couldn't build spearmen anymore. It was requiring crystals. Why? Because the AI pimped them up with all the magical gear I had available through research, automatically (monk robe, initiative boots, accuracy gloves etc). Can't say am a huge fan of this design appro
Many tactical concepts should be explained better in tutorial or in the in game help glossary. For example how swarm bonuses work and what exactly they do.
The Borg knows it :) thumbs up.