Love these quick fixlists. Sadly I can't play for a week because I'm going on a vacation. Oh well, all the better when I return!
LordTheRon
Ok, never realized strategic summons cost mana to upkeep. That's enough for me to warrant the difference and of course getting the extra unit on the field is pretty big too. Thanks for clarifying and no need to change it then.
This is probably by design, but I would like to know why. When summoning creatures on the strategic map they are here to stay, which is great. But when I summon a creature on the tactical map during a battle, after the fight is over, my summoned creature is gone. Me no like! This was true in version 0.77 and I have a feeling it's a design decision, but not one I fully understand since the casting cost is the same.
Agreed, good suggestion.
I agree with the OP about scalability. We need spells to scale with levels, like +1 res per level of the caster. This is common sense in RPG's and not without a reason.
Excellent read as always Sean! Good pointers for things to fix and balance. I think the techtree has become much better now. Choosing one of the paths is viable now. In my current game I'm taking the magical route with arcane weapons (two chrystal crags pretty close by) and it feels great. Love that magical feeling it gives the game and hey as Procipinee one would expect some magic to fly around.
[quote who="maniakos" reply="6" id="3089747"]No matter how they change it, 1 or more heroes fighting against many multi figure units is a game design catastrophe. The King's bounty & HoMM model makes a lot more sense. [/quote] Totally disagree! Heroes should be fighting and I think it's fairly balanced now. The system can be tweaked further, but nothing wrong with the design decision.
[quote who="Lantros" reply="34" id="3088970"]Do we have to download a complete new build (2GB) or is it a smaller patch that updates the previuos build? [/quote] I suspect it will be bigger than previous updates since it adds quite a bit of new content (like music and sounds), but probably no 2 GB.
Looking very much forward to 0.85. Much promise in the patchnotes and gameplay examples. With a bit of luck the patch will out just when my daughters are put to bed.
Huzzah! I can log in again! :)
[quote who="Magog_AoW" reply="12" id="3085866"]How about a spell that knocks the defending stack out of the city? I loved doing that in AoW with the tornado spell.[/quote] Agreed. It's basically the magical variance on laying siege.
All those changes look great. Looking forward to the new AI, new spells, new look, new lots of stuff. Caravans gone, booohooohooo, NOT! ;)
Very nice post with some excellent ideas. I think the research system is the biggest culprit ATM.
I've always supported the idea that champs could die. This sound like an interesting compromise, combined with the splitting up of xp.
Please no, let's not overreact on the balance of champs right now. We're at version 0.77. Already champs are better balanced then they were in 0.75. It's just a matter of balance not changing one of the major concepts of the game.
This is turning out to be a very interesting thread. I also feel that armies should play a bigger role in the beginning of the game. Currently they CAN be a factor, but only if you manage to nurture them like your champions up until a point they are levelled up so many times that they have ratings that can cope with big enemies. Thing is that this only helps to favour stacks of doom, since besides those 3/4/5 champions you have some huge support units too. I agree t
[quote who="wthoma2" reply="1" id="3070400"]I've noticed when using the defend skill (the one you get with the shield,) it brings up a casting wand, but there is no applicable square to "cast" in. Eventually the system figures out that a selection isn't necessary (or my tapping of the space bar and frantic clicking registers) and moves on. I've only seen it when champions use the skill, not units. [/quote] Excact same thing for me.
[quote who="harpo99999" reply="3" id="3070075"]do you have the option for smart colors on? harpo [/quote] I'll check it tonight, could be.
Erm.. duh... ;) Thanks!
All my opponents have light yellow borders, making it really hard to discern them. I would like to post a screenshot, but can't remember how to take them from within the game. What's the keyboard shortcut? Debug.err Here's the screenshot. <img src="http://dl.dropbox.com/u/17682980/FallenEnchantress_1327874636.jpg" alt="Yellow borders for everyone!"
Nobody who wants to comment?
Wow that was fast. Super job guys, really bedtime here though but some nice things to play with this weekend!
Last time I reply to this 'issue' of yours. You don't read anything people write to you, you're full with your own assumptions. [quote] If it wasn't an issue I'm sure Brad or Derek would have replied and said it wasn't so or maybe the tootips would have been fixed to represent this in 0.76 considering how east it would have been, but no this is not the case..[/quote] Assumptions, assumptions and more assumptions. Mtrixis just pointed out the e
You seem to wnat to read something different, but in line with all previous Stardock games he says: " Basically, challenging is the same as normal except I have it (and everything above normal) use some nastier (read: CPU intensive) algorithms.". Meaning that on challenging it's using the intensive algorithms just like on hard an rediculous.
Ok that's strange and probably a bug then. Thusfar I've had no troubles crossing rivers but I haven't seen the icy ones just yet.