I tried other maps. The same texture issue on Hidden Valley: And on Ruined map:
Dr Franknfurter
(I was bored and added names and silly descriptions to my uploaded pictures... because why not?) Examples of missing textures/tiles/unit info: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfurter666/2014-10-31_00002_zps60ecbb97.jpg" alt="red grass" width="1024
HenriHalk, Items are returned to the pool automagically now. Is the request that items should be lost in future? I'm not saying I'm against it, just after testing last night I killed my heroes to test other things and noticed that for the normal troops items aren't destroyed.
Hero death now causes doomsday increases *as well as* injuries. See below for poor injured Peregan: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfurter666/2014-10-30_00038_zps04c72726.jpg" alt="died in the name of testing. Or at least sprained
I just had a strange bug. After an autoresolved battle during the enemy turn the game became unresponsive, animation moved but I couldn't click anything (escape did nothing) then every window started opening (spellbooks, quests, crafting etc.) after closing them all I was left with the screen empty but for the background animated flag... sadly the autosave doesn't trigger that bug. (A different unit attacks, the unit dies instead of winning and doesn't trigger the b
to franco fx, " (Fun fact: Alpha Centauri wasn’t called Civilization because Firaxis and publisher EA didn’t own the rights to the name. Firaxis regained the rights to Civilization when it was bought by 2K, but the rights to the Alpha Centauri name remain at EA.)" From the ign review here: http://uk.ign.com/articles/2014/04/12/firaxis-revisits-alpha-centauri-territory-with-civilization-beyond-earth
Amusing bug - you can equip Peregan the ranger with a sword and keep your ranged lethal shot ability (so he actually is much more effective). But for normal attacks he runs up and shoots them at point-blank range. Talking about blanks... I don't know if it's helpful to point out the missing art/text files or not... I've been taking screenshots but it seems pointless to upload them as they're obviously just not in yet. (rather than being in but wrong/buggy).
Falcon unable to move on turn summoned, despite having 6/6 moves - I think it's using the lowest remaining move of the group, but it should be able to split from the group if it has more moves than the other units. (Old issue but I thought I'd say it again, new beta and all). Also after splitting it has 1/6 moves. (i.e. group move of 2 used instead of unit move of 6) The third picture is the seagull struggling to fly over difficult terrain. (costing 3/6 moves per square despit
Balance notes: Stalkers, Varda the slayer and Tandis are still overpowered due to the ability 'Maul', which multiplies damage on units already having high initiative, movement and high base damage. Especially Varda... who gets even more movement, initiative and damage when alone. Peregan the ranger is very weak and lacks a craftable bow option at the game start. Feels a little unloved. Pines over the loss of dead pet seagull.
Crafting: Duplicate items. Here there are two identical minor mana potions.
Thanks. Additional movement bugs: Testing the other movement boosting abilities. Here a group of two units, one with pathfinder adding +1 move. 5 moves and 4 moves for the two units individually, making a total max move of 4. The group only gets 3/4 moves a turn. For the first turn the movement still reads as 3/3, sometimes it updates to 4/4, other times it seems to stick at 3/4... <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e248/DrFranknfu
First bug that wasn't a missing graphic: Tyrant sovereign skill motivation causes all units to have negative movement and be stuck forever. See picture.
I'd say complex crafting gives you more stuff to play with (so more fun for me at least), while unrest ties your hands a little. Playing with tied hands can be fun, but sometimes I agree you don't want to have to get out a spreadsheet or a pen and paper to work out what's the best way to play. On unrest, fiddling with tax rates each turn (or ever) in FE/LH isn't something I enjoy. But at least unrest was integrated into the mechanics well - affecting lots, linked to pr
I can picture googling something like "legendary heroes update october" and getting this by mistake (not reading the year). Since the thread was necro'd october 2014, original thread october 2013. That's my guess.
Tattyhat - I'd say it's simple compared to crafting normally but complex compared to a shop. As a shop (which it is currently) it has a poor interface (a big list, not icons as in FE/LH) with dozens of forgettable resources (unlike having just gold). So it's harder to judge how far away a craft option is, or knowing what other items are using those ingredients that you'll no longer be able to make after crafting. Also you have the issue of checking back after each batt
you're welcome. Glad it's fixed
Oh and a modified level-up screen with an attribute section:
There was talk of limiting hero levels to a max of 10. It would add hard choices (which 10 skills to pick). But it also means you'll hit your cap much sooner, exacerbating the problem of having too much xp and advancing too quickly. (With even fewer ways to spend the xp once you've maxed your skills, causing much of it to be wasted). In response, here's a mock-up of a xp-distribution wheel: <img style="vertical-align: top;" src="http://i40.photobucket.com/albums/e2
Today's design-comment of the day begins with something purely cosmetic and minor: Unit Icons. Currently they're just low resolution tiny squiggles... but what could they look like instead? Here's a mock-up. No new art, just cutting out a unit and sticking it on as the icon.
Interesting point. But I think there is already one choice, the trade-off between making inferior weapons early for rushing to shards and quests. Or to save them, fight harder battles or pick weaker enemies and wait for a super overpowered item to add to your hero. I'm not sure I'd in favour of encouraging the player to make lots of lesser items like rings of +3 defence and equip them on every single troop. It'd be a micromanagement burden and the annoyance of losing them
[sorry... I'm still blaming gremlins]
[triple post due to gremlins]
[edit - gremlins]
I'm sure there are lots of ways of encouraging tough choices with skills. Limiting heroes to level 10 feels like a painfully low cap. (I dislike hard-caps anyway, even if you have certain sovereign skills to increase it by a few levels.) I think if it's a case of wanting you to pick 10 skills from 20 an easy change would be to add another 20 'stat boost' linking skills. Everywhere there's a linking line currently add a stat symbol that adds +5 HP/dodge/accuracy/mag
I'd say sequels have this problem: Familiarity, safeness and refining old works is a good way to keep customers. Novelty, uniqueness and breaking the mould is a good way to attract new customers. The two are a contradiction, which makes each sequel a compromise between two conflicting visions. Added to that each designer's enthusiasm and productivity is linked to which of the two aspects they side with (it's a waste of resources to have unhappy devs making a g