[quote who="Lord Reliant" reply="25" id="3068295"]Great OP and feedback, guys. Magic can make a big difference, but not enough long-term and even at the beginning of the game I'm hesitant to want to use it since it costs so much and could be used in other ways. [/quote] Completely disagree, magic is absurdly powerful, has been every game I've played. I have to force myself to not abuse certain spells or the game becomes trivial (well, even more trivial than i
Mtrixis
Confirmed, I noticed this while attempting to abuse Cloud Walk in yet another game :P
There's a few threads about it, I'm (assuming) they're aware of it, just hasn't hit in a patch yet.
I cut out a chunk on Shards - they're actually kind of a sticky problem, because randomly generated shards + randomly generated heroes + randomly assigned hero spell schools is a big chunk of variance in terms of mana income, spell power, and casting availability. I made some posts elsewhere about the hero recruiting issue, but Shards themselves are one area where I'm not sure one way or another if they're an issue. Death magic seems disproportionately powerful simply beca
Honestly, between the power of the heroes and the weakness of the AI, I haven't noticed any significant difference between troops for any of the factions. I've played a different race each game, shrug.
There already are spells like that in the game Earthquake devastates cities, Tornado can scatter entire armies, Pillar of Fire can burn units in your domain, there are Life magic spells to instantly train units or grant your units an xp bonus, and Death magic spells to cripple and drain your opponents.
Cities grow far more rapidly when you have less of them - Prestige is a bonus growth value, divided equally amongst all your cities
There is no MP in FE, see this thread: https://forums.elementalgame.com/415252 Basically it boils down to concentrating on SP or splitting focus for MP and they chose the former, partly due to demographics (far less people play MP than SP, and less still in tbs games)
As title - add a Skirmisher trait that allows a unit to ignore enemy zoc, allowing it to strike at ranged or caster units on the back lines. Should probably be subject to some restrictions (smaller groups/lighter armor only or similar).
The factions have zero resonance or interest to me right now. Here's the extent of my current knowledge: Empire, bright happy tree huggers. Kingdom, gloomy emo tree choppers. Different ridiculous hairstyles, different monster friends... a few different buildings, and Death/Life magic. That's about it. Faction to faction specific differences? Got me. Resoln are extra gloomy and Altar are noble goons I guess? MoM/MoO/HoMM/AoW all used various sci
Hate the city buildup mechanic. It's unbelievably gamey, looks ridiculous, and makes late game city buildup a pain in the neck. It's also yet another area for the AI to fall flat on its face, or another way for the world to look even more ridiculous (can you imagine if the AI learns to abuse insta-city travel and has all its cities set up across the map in long lines, so no matter where you travel, the map is one long procession of city corridors?)
An unintuitive 25 mana imbue mechanic is not a good way to present lore. Present lore through good storytelling, graphics, quests, items, heroes, empires, terrain, and so on, not through bad gameplay :P (ditch imbue)
Yep, posted a bug report about it a few days ago (can't find it though, no forum search and my post history doesn't go back that far)
[quote who="DsRaider" reply="13" id="3067703"]I think that champion locations should be allegiance neutral. Kingdom players will always get kingdom champions from them and Empire players will always get Empire champions from them. Also while some should just cost gold other champions should ask you to do a quest before they join you.[/quote] I detest the current recruitment system, but this is a decent patch to a crappy mechanic.
Defender gets good con and some useful army boosting traits - assassin is terrible though, its consistently underperformed in every game I've tried to use it, it needs more unique traits and worthwhile special abilities.
I will kill baby seals for fully custom hotkeys
There was a really cool suggestion in another thread about having 'subtechs' that could be researched to enhance a tech you researched in one of 2-3 mutually exclusive ways. I can't find the thread though, this forum has no search function outside google search :(
Currently there's very little decision making to do before founding your first settlement - your line of sight and movement speed are limited, and you have only your hero, so moving to find an alternate settling spot has a large opportunity cost. Adding an upkeep-free scout (or two) would give you the option of quickly covering more ground, allowing you to choose to settle in a different location that has more desirable resources or geography.
Should probably remove the link from this until a new build is posted, to avoid the possibility of new confused testers screwing their install of .76 :P
I'm cool with the current system, they just need more unique upgrades for each path. One of the most similar leveling systems I've seen to this games is the HoMM5 system - each faction had a web of upgrades for certain classes of heroes: http://www.celestialheavens.com/viewpage.php?id=520 The outer ring of skills would be somwhat analagous to the 'Path of' traits here, with each outer skill unloc
Still present in .76, still as abusable as ever.
The spell system in FE has some serious problems right now, and they contribute to a lot of broken gameplay. There are many other issues with heroes right now, but spellcasting affects both strategic play and tactical combat, so it has a heavy influence on all aspects of the game. The mana system currently does a very poor job of handling the spells, as it encourages you to make heavy use of cheap buffs/debuffs and highly efficient multi-target aoe spells, ignore all high cost
If you set it to 2x or 3x, it is ignored - you have to set it in a tactical battle each time you start/load a game (it does save once set in-battle, just not from the main menu).
Multi-paths are fine right now, if only because there's simply not enough depth in any of the paths to support a hero at high levels. If they flesh out each of the paths, I could see making them exclusive.