Shift does work, but it causes a bug where the cursor drags slowly while you're holding it, pretty annoying. There's also no way to select all that I can see, which makes moving units out of cities a pain, since the V eject key seems to eject them on a random square, which on a big city can be really annoying. I'd prefer to have shift-click let you select from select to clicked, and ctrl select/deselect one at a time, but anything would be an improvement over the w
Mtrixis
Heals for 4 instead of 8. Seems like a pretty useless item in general, the only use I can think of such a low healing item is faster recovery out of combat, but that's cost ineffective, and you have better options by the time you can afford to waste that kind of gold on an 8 hp heal item.
[quote who="NoPJag" reply="38" id="3064920"] Quoting mqpiffle, reply 34High population + high level buildings = greater chance to pop heroes. Or one or the other. Just sayin'. We could use prestige to control that. Right now, if I'm correct, prestige doesnt do much more than giving a growth bonus ? It didn't appear to me to be a critically desirable stat in the game.[/quote] It's actually the biggest contributor to growth for a small king
Using double strike with an envenomed weapon will not poison the target
It DOES give the +1def to the unit that has the trait, but not to the army. It's also unclear if Shieldwall is supposed to stack if you have more than one unit with the trait in your army.
I don't get why games don't have custom hotkeys so I can set camera scrolling to WERD or ESDF, then I don't need to click and drag or edge scroll :P Pretty sure the answer to both is 'we're not designing the game'
Yeah I forgot to post about this - it reads like -1 grain but it's literally -1 FOOD, which is a totally irrelevant penalty. It needs to be changed to grain with a greater gold bonus, or simply a larger food penalty, either way. Probably food really, since losing 1 grain is a huge loss due to the way food works.
Were you allied or NAP'd with any AI? If you are, the pathfinding will try to move you through friendly cities, but if the cities are garrisoned, you can't step over them, so the pathfinding freaks out. Yes it's dumb :P I once got almost completely stuck due to this (and I still can't figure out how to break a NAP) - I had to resort to casting raise land repeatedly to build a very expensive land bridge AROUND allied cities.
There definitely needs to be some sort of limit on outpost construction as well - whether it is tied to research, buildings constructed, upkeep, increasing cost, reduced prestige, or whatever - it's far too easy to spam out endless cheap settlers and build outposts all over the place right now. Plus the weirdness of the instantly transported resources from half the world away.
Immunity is lame, but I agree with the heart of the suggestion, spicing up monster battles I think the simplest way to go about that is that once you're past the _very_ early game fights, where it's too dangerous to put large groups in, they should have diversified monster packs that have a variety of units - melee, ranged, and caster. Combine that with slightly revamped battlefields (more terrain, terrain modifiers), and suddenly midgame fights are way more interestin
I like it. This might also be easier to develop and tune than adding in entire new techs. 2 or 3 options for any given research option seems doable. It would also let you 'backfill' tech should you encounter new useful resources or run into a new strategic situation.
Side effect of the goofy 'move units across entire 6 square long city' issue :| The entire city/unit movement stuff needs to be rethought.
I don't mind specializing cities, nor do I think cities need to have turn by turn decisions, but they do need to have interesting decisions and development throughout the course of the game. If you choose to build up a few mega cities, those cities should be appropriately powerful and flexible, while if you choose to build up many cities, you should be able to specialize those cities to give you a useful set of focused production centers. Right now, neither option exists i
Dunno but I definitely want to see these. Faction specific unique units would also be good. As would recruitable single figure, stronger controllable units, ala elementals, guardian statues, demon assassins etc. Basically, units with a handful of special abilities and more unique attributes, instead of 'dudes with melee weapons' and 'dudes with bows' There are some of these in the game with the recruitable monsters (which are cool), but I'd
Another suggestion about healing specifically - I'd like to see a +X minimum or +% up to +X maximum style heal spell. That is, you cast it early in the game and you get a flat +10 heal or whatever, you cast it later in the game, you get a +30% heal up to 40 points or something along those lines. The reason for that is +flat value heal spells scale poorly lategame, but +% spells scale poorly early game. Tinkering with the heal so it has a minimum absolute value and a maximum % valu
Indeed. Unit movement involving cities is a complete mess (the same mess it was in elemental for that matter [e digicons]>:([/e] ) It needs to be fixed.
It's only a handful of spells though, and they're limited in how often they can be cast, so it's still not a great solution to developing a hero with path of the mage, no spells, and the evoker trait (hah). Should either guarantee a spell school once path of the mage is chosen, or not allow it to be taken if the champion has no spell schools.
Making heroes unattackable feels really gamey, but beyond that, it doesn't solve the problem of the random distribution and inability to create more heroes once the ones on the map are recruited or killed. Given that heroes are likely to remain a significant part of the game, being limited to a handful of heroes due to luck of the draw would be pretty crappy, which is why I think they need to add some method of recruiting heroes.
I think Heroes can be tuned just fine without building dependencies, but I do think there's a need for some means of generating new heroes, and having 'recruiting' structures would be a perfectly fine method of doing that, such structures unlocked either via research, deeds on the world map/in battle, via quests, constructed with unusual materials, or simply purchased with gold.
Graveseal owns. I'd rather see more debuffs cranked up to its power than Graveseal nerfed. Right now it makes more sense to just nuke the hell out of most enemy units than to ever use the majority of debuffs, and Graveseal is one of the few bits of magic that is effective on single target units. I don't think mana cost is necessarily the best way of adjusting the power of tac spells, for two reasons - the first is that if they implement in-battle mana limits, very high
An addendum after playing a bit on Ridiculous difficulty, I'm done with trying to 'break' the game for the moment, I'll wait for a patch or two to iron out the most egregious balance issues before tackling it again. I did run into another major issue though, and that is the method of hero acquisition - having the heroes randomly placed around the map and able to be killed by the opposing faction is a _bad_ idea. Even if heroes are tuned so that they're not
I don't have much interest in dynasties, but I do think that the current implementation of hero acquisition is _very_ bad. There are balance problems all over the place with having randomly placed heroes that can be killed by the AI. The players (and the AI) need a way of 'generating' new heroes via payment/research/etc.
Agreed, could use some love. Outposts also have weird balance issues right now due to other factors - being able to grab terrain all over the place for an extremely low cost and no upkeep doesn't feel well designed.
There are several of those - incredibly uninteresting. They literally reward you for doing nothing and making no choices.
*facepalm* I've posted dozens of bug reports here