You are right, they aren't showing up in the Tech tree. They actually are unlokced though and you can use them. I'll fix it in the next patch.
DerekPaxton
[quote who="Wizard1200" reply="1" id="3340565"] Are there any plans to change the trees of the assassin, commander, defender and mage, too? I think the path of the commander is currently one of the most powerful and most boring paths, because the stat increasements are only passive. It would be better to make them active abilities like Command or Battle Cry.[/quote] Defender is my next tree to focus on sprucing up and I plan on having in for this patch.
http://www.youtube.com/watch?v=CQmC42TRZJM Our animator Auri Arvin shared this with us for fun. It is to good to keep to ourselves, enjoy.
Balance, for me, means making sure all options have their uses. We spend a lot of time designing and implementing the wide variety of options in the game, so its a shame if a portion of them shouldn't ever be touched simply because they are to weak, or other options are to strong. That certainly doesn't mean all options should be the same. They should have different pros and cons. And I certainly don't mind that there is one better answer for a specific s
*** Released 04/11/2013 *** Features Added Kulan of Umber as a starting sovereign. Added General Carrodus of Capitar as a starting sovereign. Added a new empire champion, Corinne the Archivist (a ghost champion) Added
Parrtomath you are awesome! And don't worry about stepping on toes, the more great stuff we get from you, the more we can focus on creating new things.
All fixed (except the reblancing the 7th and 9th level champions which i have on my list, and writing the backgrounds). The will be in the next patch (not today's 0.75). Great great feedback, thank you so much.
http://screencast.com/t/qapOkXLwRf Yes it is.
I'm working on getting it together before release. It won't be a heavily modded game like the FE scenario. But a play of the LH game in a specific situation so I'm less worried about bugs though we do need to balance and playtest to make sure its fun.
You are right, its tripling the swarm bonus instead of doubling. It will be fixed in patch 0.75.
We have a big fix coming in 0.75 to address this. After the patch please let me know if you are still experiencing it.
[quote who="jirkaesch" reply="67" id="3340029"] Aren´t we simplyfying too much? Why dont have separate line in the editor for (early) one handed axes and (late) two handed swords? I can imagine one might want to have early durable axemen with shield and cleave and late swordsmen with heavy counterattack. Further, defensive nations might have full scale of one handed axes (like spears) and warriors might have full scale of two handed swords...[/quote
[quote quoting="post"] - pyre of man - in description it says that it lasts three turns; however, after casting it and paying incredible 300 mana i was allowed to have only one action by this summon (thus, i am not sure whose 3 turns this spell last); in those condition the spell is total mana waste - air elemental for some reason is the only summon (apart from shadow warg) that you can cast both strategically and tactically; other summons cannot be cast during tactical battl
Fixed, thanks.
Darkling Cloak works for me (keep in mind the blindness ability granted by the cloak shows up under skills, not spells since it doesnt cost mana). The Heart of the Glacier's Blizzard ability is broke though, it will be fixed in the next patch.
I do tend to design things based on how fun they are instead of realism (and people have different opinions on how much realism plays into making the game fun). So I like spears and crossbow mechanics even though they are very gamey (especially crossbows). But it sounds like a great opportunity for a mod. Im sure some people would enjoy more realistic weapon effects (even the damage types are still in, they just need to set in XML) and its easy to create weapons that give
[quote who="Stupidity10" reply="49" id="3339486"] Looks like an awesome patch. Whats going on with Great Axes though? Did we just lose a bunch of custom weapons or did they get moved? Its always sad to see faction diversity go down, I'm still not over Umber....[/quote] The axes are getting used, they aren't Yithril specific anymore. I have a screenshot of the unit design screen int he first post. The general issue is that in FE you upgrade to
we were closed Friday and Monday for Easter. But we are back and working now (and Brad worked on the AI all break, that guy is always working).
*** Released 4/4/2013 *** Features New Warrior trait tree Removed Axeman 3 Removed Bruiser 3 Removed Lethal 4 Removed Lethal 5 Removed Swordsman 3 Pack Tactics can now be learned as a warrior ability Added the Parry warrior skill (grants an additional counterattack with any
hahahahahahahahaha [e digicons]:rofl:[/e]
Are you running at 8x Anti-aliasing? If so could you drop to 2x and see if you still see the issue?
[quote who="RApeRR" reply="67" id="3335897"] Just bought game and it is excellent, but one problem: is there any way to see easily when there is "upgradeable city improvements", so now I have to click every improvements inside city territory and look if there is any upgradeable improvements.... And another question: is there any reason NOT to build city improvements (mill, chrystal mine, ore mine....) Because it wont cost any money.... Only time.... <br /
The problem is that 21 units are getting into the battle. Thats not supposed to be possible. It isn't the maps fault that it doesn't have 21 spaces. We will check it out.
Yeah, this is fixed in 0.51.
Thats due to a spawn bug. All maps support 12 units, and that's the max that's supposed to be able to go int a battle. But a bug was causing multiple city defenders to spawn, which is why you are seeing the off the map issue.