Still broken in 0.77.
Das123
Nice work Stardock. :)
If a caravan or stack is destroyed (such as pioneers etc) then it would be really helpful to have a HUD event show up to take you to the location. We get the screen pop-up but not the event so you have no idea where the event occurred.
Magnar II cast obscuring fog twice. I thought this spell only worked once. He could have wiped out half my army if he had used fireball. The first cast of Obscuring fog was appropriate because he had most of his troops at that stage. Second time was a waste of a turn.
Magnar III had evaded my armies and would have been able to take my capital with his strong stack. Instead he hovered around outside my territory and destroyed caravans until I sent my main army to intercept him. He had lost all his cities by that stage and his best option would have been to enter my lands and take stuff.
Magnar III wiped out the Darkling City wild-lands area and took the city (which I was pretty impressed with btw). But after taking it he has a couple of death nodes but didn't capture these with outposts.
I hope there will be consequences. But I don't think there any yet. Similarly, I use her as a lone scout for a little while at the start of the game and sometimes she gets killed. Should also be a penalty for not protecting her.
If the above suggestions add too much micromanagement perhaps stacks of champions could take a big initiative hit instead. For every champion you need a troop otherwise all units in the army get an initiative penalty.
Interesting replies. :) I've tried a couple of games where I spread the champion specialisation and another where everyone was given 'Path of the Warrior'. The warriors were a much more effective army. I really feel the game needs to limit the number of champions within each stack.
I like much of the game mechanics in FE - certainly a much better game than WoM already. But one area I think will need a lot of love is the ' strategic choices ' offered by the game. By that, I mean the decisions you need to make when upgrading cities, recruiting troops, upgrading champions etc. Things such as: city specialisation Does it make much difference if you only build selected buildings to have specialist cities
When a character levels and they can access Prodigy 2, the icon shows as Prodigy 1.
'Battle Event' icon is blank for example when you declare war or destroy another player.
Just made a suggestion regarding choices and reputations but this could be a good option for handling the assassination of the champions. What if, as an example, you are an empire player and that for each unclaimed kingdom champion you kill off, the level of that champion becomes a negative reputation modifier for all the other kingdom factions. Kill off enough and they will hate you very quickly. :)
It would be good if after choices such as the 'escort lady to her father's estate' quest and you choose the 'get double money by handing her over to the bandits' option that this negatively impacts your relations with the other factions. Similar kingdom/empire reputation modifiers could be in play for other actions such as killing the opposing champions before they are claimed by factions.
I'm finding that after selecting a unit to train I'm regularly pressing the 'Train' button that opens the unit training window rather than the 'Train' button within that window - so I think I've queued a unit but in reality I haven't. Could the button in the Unit Training dialogue be changed to 'Recruit'. Similarly 'Build' has the same double-up but this isn't such a problem because usually you place the buildings where you want them
When travelling on a road units will leave the road rather than share the road with caravans.
After a monster leaves their lair or is killed their lair doesn't display a map icon. It also seems that although there is free loot, the AI doesn't enter these tiles. I've scooped up quite a few items after the AI has done the hard work.
At the moment mountainside tiles enjoy free movement. I think this should be no movement allowed (like mountains) or at least 2 movement points (like hills).
As long as the AI also kills off opposing champions then I don't have a problem the way it is. I've seen wandering monsters kill them off - which is pretty cool that the world is also playing against itself. Makes the initial rush important and makes getting a scout important early on.
I had this happen in 0.75 but didn't jot down the details at the time, but I've just had it happen again now in 0.76. Attacking an Empire champion called Csilla, the first move in the game is casting Mass Curse. The battle stalls waiting for this to resolve and the only way out is to auto-complete the battle. In the initiative list, the active item is Mass Curse.
I like Maul in the game - but not for factions. Once you get a beserker axe and equip a high level champion you have just won the game. If the attack became more unstable after each success I would like it.
There is no right or wrong way to play the game. Look at two similar games in this genre, Age of Wonders, and Dominions. Age of Wonders has very easy save/load capabilities (F2 and F3) whereas Dominions is basically hard coded as hardcore. Both are enjoyable. I'm always reloading in Age of Wonders because I see the battles in that game as a sort of puzzle. In Dominions I don't have that freedom but the game is just as enjoyable because it scares you before you go and f
By the middle/end game your best army will be a stack of champions. I'd like to see champions being important additions to armies rather than armies in their own right. Here are a few suggestions that may help to get this balance right (some of these have already been flagged but I wanted to bring the ideas into a cohesive list to keep armies important): 1. Introduce a new XML property called 'areaDamage'. Normal weapons would have 0 an
Would be good to know what you'll be looking at. Just so we can either add some early ideas or stop spamming the things we don't like (Caravans etc).
I don't have a problem with it. Lets face it, it is pretty much your first four or five champions that do all the work and level high enough to make a real impact in the field. The latecomers never make that much of an impact. In the early game the 25 mana is costly so you really need to consider who is going to be a mage and who isn't. Perhaps instead of Imbue, it could be tied to 'Path of the Mage' where if you select that path you are automatically imbued.