One of the nastier side effects of the split general/specialization trees currently is that there's very little incentive to split the few perks gained from levelups over the trees; Realistically your faction leader channeler is likely to end up levels 9-12 by the end of the game unless he's engaged in a lot of combat on a huge map or invest heavily in the XP perks (in which case he also needs to gain significantly more levels to reach the same number of perks invested in anything els
Peter Ebbesen
[quote who="tjashen" reply="13" id="3345048"] 3)More XP's awarded overall (another way to accomplish what 2 does, the +1 XP per turn idea has been discussed in other threads). [/quote] Let's just say that the "no XP without combat makes using a hero as administrator pretty much meaningless except for the base unrest reduction" and "25% chance for 1XP/turn for heroes in the faction specific adventurers guild is pretty much irrelevant given the xp requirements to gain
Must say I've been positively impressed by a default Procipinee investing perks in the mage class (obviously) and then pure summons - down to lightbringer and then onwards on the line to earth and grave elementals, only picking up a single non-summon perk (knowledge) as the first perk after getting the lightbringer. Those +2 levels on top of the perk level boosts and (eventually) shard boosts really add up, giving you a very powerful army compared to what the AI fields all the way until t
It is good that player units don't use abilities that cost mana during autoresolved combat since, if it did cost mana, we'd all use manual resolution of combat in the vast majority of fights to avoid using mana..... but is is just silly if the AI for neutrals/independents don't use their magic in auto-combat.
[quote who="Dhuran" reply="52" id="3238790"] - Magic System I'm waiting for a game to blow my mind with a truly unique and deep magic system with elements of research, risk vs. reward (backfires, using too much power), insane interactivity with other systems (multiple emergent uses for single spells), more interactive interfacing than just click button cast spell. [/quote] Play the sleeper hit, Dominions III: The Awakening, Illwinter Game Design's 2006
While I really wanted this game to meet the expectations of earlier fantasy strategy games, the current implementation, while vastly better than was the mess that was EWOM (but then, that wasn't fit for release), just leaves me cold in so many ways, which caused me to rate it poor. I fully expect the polishing over the last bit of the beta towards release to bump it up to the mediocre category, but that is all. The problem is, while there are a lot of mechanics that I quite like (
I must agree.
This debug is toggled on/off by pressing F3; Are you sure you didn't hit F3 by mistake?