DerekPaxton

DerekPaxton

Joined Member # 633504
150 Posts 1,626 Replies 2,851 Reputation

[quote who="StevenAus" reply="126" id="3237609"]Derek, what do you think about the ideas in my post just previous to yours?[/quote] I don't like being able to escape from every combat, it takes the pressure off of battle (specifically when to attack) and it doesn't help with kiting issues. Teleporting back to your capital is cool, Recall scrolls were added in this patch that do that.

159 Replies 301,772 Views

[quote who="cardinaldirection" reply="111" id="3237537"] Quoting joasoze, reply 109 If you focus on initiative and movement there is not much the monsters can do about kiting. Ensure that every unit (& monster) in the game is proficient in at least one of the following: initiative, movement, or range; either statistically, or via abilities that weaken an opponent's stats.[/quote] I agree with this with some additional caveats. For example

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I dont think the solution is perfect, or ungameable, but it reduces the bar on the exploit considerably. Streaching it between turns means that you as a player are losing turns when you could have been doing other things. Finghting other monsters you could beat, gathering form other goodie huts. The monster will heal, defending cities will get production (and the ability to rush). Units will move, enemies will attack. On the negative side you are

159 Replies 301,772 Views

Trolls can still regen in tactical. Regen has been nerfed because of balance issues (as you guys have noted). Im not done with regen. I'd like to address kiting in another way (turn limit on tactical battles) and then return regen to its old function, but its something I have to play with.

159 Replies 301,772 Views

If there is non-combat for x turns is still as gameable. I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead). There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat to timeout and push the attacker. Bu

13 Replies 3,565 Views

+ Darkling Shaman, judge them by their size do you? + Clerics lead to Shrines, Shrines lead to Sacrificial Altars and Sacrifical Altars lead to the dark side + Do or do not, there is no escaping from combat

16 Replies 5,659 Views

[quote who="Kestral2040" reply="2" id="3236137"]2: I tried Growth also and had no issues on my sovereign and a trained unit, what were you casting on? Again, who are you playing, who cast it, what else can you (either of you) remember about when it happened?[/quote] He was probably casting Growth on a unit on a mount. It causes them to shrink because the mount has a scale that we apply negatively to the unit to keep the unit scale the same. Adding a growth multiplier

4 Replies 3,465 Views

Is there any chance you have modded your local xml to try out some of the changelog changes? I mention it because one of the changes (4 base hp + 2 per level) ends up giving the mites negative hit poitns (with all their hp penalties) so they end up dying on placement, leaving their lairs empty. I fixed it for the patch by adjusting their hp penalties to fit with the new scale but for some reason it sounds like you are running into the same issue.

9 Replies 3,661 Views

entered a bug for a dev to check it out. I know at least that healing doesn't update the bar correctly so we will fix that and see if we can find others cases where it is inaccurate.

9 Replies 3,235 Views

The parameter is /nomultisample and it will be fixed in the next patch (so you dont need the special command line parameter to resolve it).

3 Replies 3,624 Views