Some xp boosts give more xp to the entire stack and that can make a big difference.
Vallu751
[quote who="Alstein" reply="46" id="3321418"]How hard would it be to quick load an ugly map and play it out? I do think this is a real problem, especially if this is how AI's are doing combat. I think this would be a welcome change, even if it meant some increased turn time. (and that increased turn time would largely be early game) [/quote] The problem isn't so bad when it's AI vs AI. People don't see or care much. Having a map involv
[e digicons]:blush:[/e] I stand corrected. I didn't have kickstarter on my radar back in 2011, so I didn't know. I apologize, DevildogFF and promise to keep my eye out for the game!
Come on, you've already got a thread you're actively promoting in the proper forum. This subforum is for kickstarter projects.
[quote who="harpo99999" reply="8" id="3319878"]will you have a fix for the 'fail to clear the shroud wildlands after killing ALL shroud wildland occupants and conquoring deorcynsse' issue?[/quote] I think that's what they mean by this: "Fixed an issue that caused Deorcnysse to not have any production or food" Although I can't know for sure, I've decided to err on the side of optimism :)
This is an area where I disagree somewhat with Frogboy. Sure, having more hardware available is a nice thing. You can do great things with it. Things that would have required more thought if you had less resources and might have even been impossible. But just labeling things as impossible without more hardware seems like giving up. I guess viewed from a game company angle it's financially best to do so, and looking at the industry on a macro-level it's wise to do so. But from
Looking good! However, I'm going to have to say that one area is starting to lag a bit now that graphics are going forward. The character portraits stick out quite a bit and not to their advantage. Looking at the path selection screenshot, the new pictures are incredibly beautiful. They are from a different realm of graphical finesse than the portrait in the same picture. If you somehow find the time & money to invest, spending a while with the portraits might be worth
[e digicons] For me that's the biggest single improvement, although there's a Lot that I like in the expansion contents too. Really looking forward to trying this out! This and Frog builds, yummy!
0% in the beginning. Low forever after. I sometimes consider going with low even in the beginning. 0% is no longer as obvious as it used to be in some betas.
And don't forget the traits that work only for certain types of equipment. Bonus for cutting damage is not a very smart trait to take if you're equipped with a Thunder Hammer.
[quote who="dihir" reply="2" id="3293361"]I have had a conversation with a ghost unit form Kraxis. I could even initiate diplomacy and trading with the dead karavox (though I was afraid to, because I did not know what the consequences would be).[/quote] I had a similar thing happen in 1.1. I defeated a faction by taking their last city and somehow after that they finished construction of a unit which appeared next to my new city. I could initiate diplomacy and funnily en
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Congrats, Xia! Wow, you really have it all set. A Pony and a wife in the same year!
"certain techs uncover previously unknown resources"? Wasn't that left with WoM? Otherwise I feel it's a very good and informative review. Perhaps the best out there so far.
I don't think this particular issue is about mouse dislocation. I see this all the time, and I probably play my tactical battles a bit differently from Derek. if I have a unit that has attacked an enemy in melee and my unit gets a new turn. The target is still alive. I want to move my unit to a new place to make room for other units or switch to a target I couldn't reach with previous move. That's when it happens. I click on the target tile and if my unit can attack from t
Wither doesn't scale? Last game with Resoln I had 15 or so death shards. Being able to convert other shards to death helps with that. So with 24 mana I could drop the attack of every figure in an enemy army by 17. A group of 5 knights would go from 100 attack to 15. And that happened to every single unit in the army without a chance for resisting for 24 mana and even in enemy territory. I think Wither scales just fine.
The bound elementals cost no upkeep. That alone is enough to keep them in my ranks in the end game. If nothing else, then garrison duty. And besides, even if they get killed, you get them back for free. I'm surprised some think the water based ones to be useless. Their ability to reflect damage is pretty cool in my opinion. It seems they reflect even missile fire back. Any unit that has less hit points than the elemental is dead when facing it. There's no way around it. Either
Nice work Heavenfall! Time to go buy me a DLC :)
In addition to flagging cities deliberately idle, there should be some easy way to set new production to cities that have fallen asleep. The UI is fine for smaller maps, but for larger ones having to scroll the list on the left is painful.
I've also had a good time against Gilden. They can field very good units. Wither is also a spell the AI should utilize strategically. Even without shards it's good value for the cost against armies. With enough shards it's a game winner.
Ah, that would definitely explain it. Thank you stax77!
Yeah, good points here about towns providing the gildar for unit wages and the level up choices of towns affecting the entire faction. Using "excess" cities as towns seems to be a good idea. By the way, the 10% hit point bonus is being cut down to 5% in 1.1 to make the other choices more viable. Sounds reasonable to me, the 10% hit points was incredibly powerful.
Hi Wither reduces the attack of every figure in a stack by 2 + death shard. And the game has a corruption spell which turns any shards into death shards. In a recent game I played Ceresa on a large map and had some 20 shards. Sure, with 20 shards you should be powerful. On a tactical map I believe everything is fine, the spell has a casting time of 1 and can be resisted. But on the strategic map, the spell costs just 24 mana to cast, isn't resistable and de
SOLOSOL, why do you feel having a second fortress increases the need for more towns? i'm under the impression that town food boni will stay exactly the same no matter how many forts you have. Let's say you have 5 towns each providing +20 food for all cities. If you have 1 fortress, it will have it's own food plus 100 extra. If you have a hundred fortresses, each will still have it's own food plus 100 extra. if anything, having more conclaves and fortresses seems to red
[quote who="Sythion" reply="2" id="3288744"]I do not think this site is relevant enough to show up on metacritic[/quote] You're probably right. And I actually don't like star based reviews on metacritic at all. They have to be rounded up to numbers with some odd formula which probably won't do justice to the system or the game. I wouldn't give 100 to FE, probably not to any game.