To some extent, yes it does. Put it this way - if you feel like you constantly have to save and reload because even one missstep can ruin hours of play, psychologically you're on edge - not a pleasant experience for most people. The converse is that everything is so easy you feel like you can click end turn repeatedly to win, removing any level of interest in the proceedings at all. Clever game design that hits you with penalties for poor play, but not so crippling
Mtrixis
This would actually be a clever way around another problem, depending on the implementation difficulties - Frogboy mentioned that reloading games from in-game causes problems for various reasons. If they could code a 'restart battle' more easily than a full-exit reload of the game, it might be a nice fix for that. In practice, this would boil down to a faster save/reload for tactical fights, which would be a nice feature. Or to put it another way, yes, please a
Because regular units aren't terribly weak, they're just badly overshadowed due to a handful of issues that make heroes ridiculously good at everything, plus aoe magic spells dealing multiplied damage to multi-figure units. End result is heroes are good against heroes, monsters, and units. They're nerfing a few things .76, I'm waiting to see how that changes the game before posting some more suggestions.
Misc equipment needs a hard cap, as do potions. The encumbrance system is near meaningless for heroes, the max penalty is tiny, removed entirely by a mount, and easily bypassed and then some by other hero gear and a few levels of traits. It's slightly more relevant for regular units, where their initiatives are constrained and trait slots are limited, but it does not scale to hero abilities well at all. The design on this feels really schizophrenic, like t
[quote who="Sarudak" reply="9" id="3066223"]I think what you don't like about it is the very thing that makes it an interesting mechanic that forces difficult decisions...[/quote] It is very much not this. Once you get into the midgame, you have functionally infinite mana for tactical spells unless you're wasting mana on the (useless) overpriced strategic level spells.
I don't think that alone would help much, given that I completely stopped building caravans because they're such a pain in the ass and I still do fine :P
[quote who="adaban" reply="7" id="3066132"] How about a new ability called first strike that allows a unit with a spear, or equivalent long piercing weapon ,to select it as their first action. Much like defend if they have a shield, but instead of defense bonus a preemtive first strike. This would work with the initiative system allowing quicker units to "wait" to strike attackers.[/quote] Good idea, clean, I like it. One issue is that right now, spears h
[quote who="Lord Xia" reply="5" id="3066121"]That seems like a fairly powerful ability. I like it though. It makes sense for a person with a longer weapon to be able to engage an attacker first. Kind of the whole point of the weapon design.[/quote] I don't think tying it to bog standard 'level 1 spear' would be a good idea, but as a Hero trait, a Magic tree spear ability, looted magic items, certain monsters possessing it inherently (that can be recruited
Setting a unit to Explore doesn't appear to interact correclty with auto-end turns, and it often doesn't seem to do anything to make the unit move in the first place, and on top of all that, I don't see any way to tell if a unit has been marked to auto-explore. Even worse, it will often prevent you from pressing End Turn completely , forcing you to click through units until you move the right one, allowing the turn to advance. This is doubly aggrav
No visual effects either. You basically just step on the outpost and it vanishes.
Due to the really buggy event queue system (see: https://forums.elementalgame.com/415668 ), it's currently possible to have the research selection popup appear, then get overridden by a battle event. If you forget to revisit the research screen, the game is happy to let you pass many turns without any research whatsoever occuring - this shouldn't be allowed.
I realize it's some vestige of the Elemental gameplay/lore, but it doesn't really serve any purpose right now, other than to confuse new players as to why heroes that they're giving magic traits to can't cast their spells. Either get rid of it and simply allow all units to use their spells immediately, or make the cost actually meaningful - 25 mana is pointless anywhere beyond the extreme early game, which doesn't seem like a worthwhile tradeoff between intuitive g
Attacking a unit with the trait gives them the first attack, then you get your swing (or if both have it, it goes back to the attacker going first). The alternative is changing combat to simultaneous swings, which would be a massive, radical change, probably too extreme at this point unfortunately.
Because combat in FE is 'he who strikes first cripples multi-unit figures', the first attack is very important against any constructed unit. Adding a first strike trait, either to spears/other weapons, or simply as a unit trait would help to eliminate some of that edge, and give defensive first strike units an effective role as ranged/caster guards.
Far far too many units and monsters have 2 movement. Because there are no simultaneous attacks, the first strike is extremely important, and tac combat often boils down to 'wait two turns for AI to close while pelting with ranged attacks/magic, then strike first to guarantee victory' Changing up some units movement speed (particularly monsters) and encouraging the AI to build units with movement/init traits would help to alleviate this a bit.
Testing out spells/units/equipment/etc right now requires 'pacifying' the AI in a corner and then building your empire out to the top of the tech tree, which is a bit of a cludge. Could we get debug enabled so we can generate units/spells/tech/gold/xp/etc instantly? It would make verifying bugs a heck of a lot faster.
[quote who="OneLion" reply="111" id="3065927"]€: Oh it doesn't seem to be in the changelog but all my 10 tickets are marked as RESOLVED/CLOSED! Wow that's some good work, can't wait to try out the patch.[/quote] Where are you reporting bugs/issues as tickets that they're getting marked as resolved/closed? I've barely seen any dev response, and I don't think a single one to any of the dozens of bugs or issues I've posted.
I'm aware of the grid option, I mentioned it in my post, I just want an option to get rid of the dotted gridlines.
No, that's what I'm saying, I was writing it in the forum post form, I'm used to another forum that auto-saves your material, so it's still there even if your pc/browser crashes.
Yeah, this needs to happen. Being thrown into a no-win fight or stuck at a 'Go in? Yes/No' prompt is not cool.
Trust me, I'm a writer by profession, ctrl-s is muscle memory, unfortunately, this forum doesn't autosave posts, and I hadn't done a ctrl-a-ctrl-c-ctrl-v into a text doc yet :P
Bumping, this is still driving me nuts, its oogly
Yeah, 'Offense' or 'Damage' would be alright. It's mostly a point of fine semantics, but currently it's Attack/Defense (which pair logically... but they define damage, not accuracy) and Accuracy/Dodge. Somewhat related, they need to show Spell Mastery/Spell Resist % chances of success in a tooltip in battle when casting resistable spells. ... come to think of it, the Critical Chance doesn't show a % value at all, so I have no idea how valuab
The AI on Ridiculous built the Great Mill by the time I was done exploring my little corner of the map - it doesn't need any more bonuses :P
Currently you have to lose the battle entirely, in .76 any hero that is defeated in battle gains an injury.