http://screencast.com/t/LIjIyCJwF Works fine for me. Sounds like you haven't done everything required to open it. If it is complete the gate should dissappear as it has in my screenshot. *** SPOILER *** Opening that gate isn't required to win the campaign, Markin has withdrawn from the war and completing the quest will cause him to open the gate and join the war.
DerekPaxton
Fixed all the typos. Fixed the issue where the guardian statues were already trigger (the AI was doing it, the AI is always messing with my plans). Fixed the 0 yields on Magnar's capital. Thanks for the feedback!
Works for me: http://screencast.com/t/18QRjRrRGYlp I'm guessing you may be looking for it in your tactical spellbook. Mana Shield is a strategic spell.
Ive never seen that, but i will keep an eye out for it. If anyone has a reproduceable save of this I would love to see it.
There is a reference to Gygax in LH too on the Archmage robe.
Yeah, that's a great point. Ill check it out.
[quote who="Azunai_" reply="4" id="3355617"] Miredesi = Sid Meier? [/quote] Yeap
[quote who="Necaradan666" reply="2" id="3355523"]Haha, that made me choke on my coffee. Such arrogance to have that be the first thing you see in the scenario, all hail the Frog.. too funny.[/quote] It's not arrogance because Brad didn't have anything to do with it. He didn't work on the scenario, I did. But yes, the Frog Altar is a little homage to Brad. Much as Miredesi is a homage to another famous video game legend.
Tarth is intended to be the weakest faction in the campaign, she is set to use a lower AI difficulty level than anyone else. I don't want her spreading and taking the players starting spots. And I don't want the player to be able to sit back and allow his AI allies to win the war without him. It's not an AI issue. The question is, would it be more fun if Tarth was spreading out faster? Would it be more fun if Tarth was providing more help in the war
A Wilding Rider with a high initiative is supposed to be able to strike first. That's the advantage of a high initiative. There are a lot of counters for it. Equipment and traits that increase initiative is a big one. More defense to negate the advantage of that attack. Not attacking unless you are tough enough to take the army is a big one (if you are being attacked by the wilding army all your units will start defending, giving a big defens
http://screencast.com/t/IpPCcITPvAQG Shows up in the tooltip for me. Hmm... there must be some cases where it isn't being displayed. Im not sure what the difference is. I also dont have the tech researched which unlocks chain mail (though i tried with that research too). In either case I saw the trait warning.
Yes, there are mysteries to explore. There is no bug, those are working as designed.
Fixed, thanks.
[quote who="Azunai_" reply="37" id="3355252"] hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.[/quote] Yes, this was the key problem we are addressing. When I said before that its the same on no taxes or low taxes, I meant the same as it was prior to 0.90, not thew same as e
Fixed, but not in time for 0.90.
Fixed in 0.90
Yes, thats for the strategic map.
I like the idea of bringing the chain prereqs up but putting a level req on them. Im going to steal that. Thanks Alstein.
[quote who="GFireflyE" reply="24" id="3355187"] quoting post*** Unreleased *** Reduced the amount of unrest from levels above low on the tax slider May I inquire as to what this implies? I enjoyed the high unrest that was associated with the tax rate. It made for a dynamic decision. What I do not enjoy is the lack of tax options. See 'tax mod' thread for more details on that.[/quote] In the time when it was made the tax slider was intended to be the
The expansive trait is still in, it's just removed from Karavox and Procipinee.
[quote who="Lord Reliant" reply="4" id="3355166"] Another idea would be to have folks pick a research item right away independent of founding a city. Might be good to have it that way so if a champion starts with a research benefit that would still work, too.[/quote] The problem with that is that its a lot of stuff coming at the player right away. The flow seems wrong to start the game and have your first decision be the tech you want to research.
[quote who="N1ghthavvk" reply="16" id="3355160"] I would definately want the fix for the levelup screen to go into this update. Please do something about it! It is annoying that when you have no more traits to select for your hero the game is always stuck in the levelup screen...[/quote] This was fixed in 0.87 but you may not have noticed it because the fixed wasn't specifically to address this. The screen already allows you to close it if you don
Fixed, thanks.
All fixed, thanks.
The pseudo fix for this is supposed to be that goodies that give free research arent supposed to be close to starting locations. But I see that the ruined house can start right next to you. I've fixed it.