There are also dwarves, high, forest, and dark elves, orks and goblins in this game)
geniusisme
There are startin melee heroes and there are melee heroes minors give you. But legendary weapons happens to be always swords, which enlarges the gap betwenn melee and others.
There are actually only 3 HEROES in the game right now: Tandis, Drogan, Verda. Others are just rundom guys with fancy outfit, and do not deserve place in the stack of doom. [quote]The same can be said about Peregrin Archer, stealing from the SK and giving to me, with a couple of archer units can win most battles before they even start. [/quote] In my experience they just shoot least capable enemy and then skip next round, making them actually wo
I can't help but notice that player do not have that much reciepts from the start. Receipts from tree are good becouse of predictability. Right now player can predictable get mid-game reciepts, but not end-game ones. Mostly I end up collecting end game items from battles, because I just do not have receipts to craft them. Other things look like move towards FE:LH, and I personally do not appreciate that. These are different series and better stay that
[quote who="Frogboy" reply="4" id="3554133"] I think we have the first act nailed. The game has an awesome opening. [/quote] I disagree. Most of my games starts with 30-40 turn pressing "end turn" until I can have an army to move out. Yes, i do a little bit of scouting and may be even kill some thugs if i'm lucky enough, but then mosly sit at capital protecting it. I had one game with awesome opening, though. I've got cruel flavour from the starting que
[quote who="mrtrevorcooper" reply="63" id="3547158"] What does "ethemeric" mean? [/quote] Penalties will make no change because ranged troops are not really a big deal. Raiders are better for player and with an army of raider there is pretty much no difference between ranged and melee enemies. [quote who="XWerewolfX" reply="64" id="3547404"] I disagree. Endless Legend is one of the best 4X experiences I've ever ha
I like the fact that place road, summon ship and better summoning spells are in summoning spellbook, this provides you with meaningful choice (peak one summon book or just go all enchant). And with so little meaningful choices right now this is appreciated and better stay this way.
I hope they will address real issues, not this ethemeric range penalties. And, btw, anything can compete with Endless Legend singleplayer mode :).
Yes, attacking spells seem weak. Blizzard or fire ball can do damage, but even with them it is often better just attack with your units. And other attacking spells just do not pay the bill. But buffs and debuffs are quite powerful, they can make a win sometimes. Most of them do not care how much shards do you have, though :). Still, you need mana for them.
Give them nothing and place them in the rear ). Spawning camps is lame. And it defeats the purpose of strongholds. Ahaha, SK, what are you doing, stop it.
Totally argree with enchanting. Right now it is a world of pain. But kinda disagree about shard of little importance. Actually, they are very important. May they don't really up your spells, but lore/skill and, especially, mana, are of a great importance. Mana drives everything in this game. Fully enchanting unit's equipment can easily soak 100 mana and more. And reduce doomsday, and city enchantments, and totulages on more units, and summoning production - all
[quote who="Alstein" reply="1" id="3542995"] Replayability - one cheap way to bring it in is to keep adding events/loot/monsters/XML-type stuff in a steady post-release trickle. [/quote] This may or may not be cheap, but it will not add replayability with current state of affairs. Right now you grow you city to have essence, enchant it, produce all the raider you can, give them armor + onyx rings, enchant with oil/ogre blood, and go for a win. In some situatio
So, in last stream (in recorded part, at least) there was a call to name things which should absolutely be fixed. And there are plenty. 1. Heroes. There are Tandis, Verda, Drogan, and dumbies, which are not even worth the slot they take. I kinda like diversity of their abilities and flavour, but they should be useful if they want not to sit at my cities to the end of the days. 2. Units. There are soldiers and raiders. And dumbies, of cours
Hard difficulty does not differ much.
This is not balance issue. Obviosly, it is a bug. Try to save/load, it helped on previous versions.
Didn't see anything changed in regards of XP. Leveled up Verda up to 14 lvl by the end of the game (101 turn). Without any XP boosters. There where never much resources from enemies, use harvest spells (or clear the map entirely).
Looks like one game is in the very beginning and other two are lost...
Maybe you'll first describe the way you play to beat AI so easily. In my experience, city militia on insane pretty much one shot 6-8 lvl hero.
[quote who="ScottTykoski" reply="9" id="3534747"] Welcome to the world of game development [/quote] Sad to read that. When I was making my little games, I always played them, from the very first moment something was able to move on the screen.
There is actually a ton of logistic available mid-early and later game.
Come on guys, the more I watch your streams, the more I come to conclusion you do not play the game outside streams. How do one get low doomsday? Start the game, play it, end it. Quests + Ceresa do the rest, one does not even need "reduce doomsday" Stalker has 97% resistance vs. hypnotise? Almost every unit worth hypnothising has it, since the first early access came out. Little enraging wolf is OP? Raider, soloing last battle on impossible is OP. <
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Galor actually makes more mana from shards and his spells costs less mana, and those skills are at the root of the skill tree. He is ok, except for clairvoyance thing, which doesn't play well as a core mechanic.
All enchants. They have a lot powerful and useful spells. The only useful spells from other (non-base) books are summon ship and blizzard and the latter is accesible from scrolls.
Actually I've seen this in arbitrary distances from the city. Yields are dissapearing, but you still can settle there.