[quote who="BernieTime" reply="141" id="3349516"] I've noticed that Champions with XP Bonus traits/items (Tutelage, etc) gain more than 25 pts from Destiny's Insight. Not sure if that's WAI or not.[/quote] Think any +exp source is modified by the exp modifier, such as training books and such. Think its working as intended, just a subtlety.
blinkicide
On beta test strike till I get to play with these new changes [e classic]:lol:[/e]
I just imagine the AI fighting another AI with this skill, and they both do 1 hit damage, healing 6hp every time. Infinite loop.
Altar faction is unbalanced in this regard, as you can just churn out 10-15 henchmen, get them all one extra low level (if they start at a fortress), and now you got 15 commanders with administrator III and 150 unrest reduction.
The units were probably standing on top of the city but not in it. This can happen when you use your garrisoned army to attack something, they will end their turn "ontop of the city" -- which I guess is suppose to be mean they left the city gates. I put this problem up as a bug myself, but had it pointed out the mechanic could be purposeful.
I agree, spells are very powerful. At high difficulties I find tremor/freeze/cloud walk critical to controlling large kingdoms with my relatively few (but elite) armies, as it gives me time to respond to threats. I discovered mana blast from a quest, and it feels too powerful to use really, as it gives all my henchman a nuke that kills anything. I suppose all this would be balanced if the AI, which gets access to the same spells, would use all these tools against us. &nb
[quote who="Naidrev" reply="3" id="3348673"]Change Guard so lasts until the caster's next turn, not the turn of the unit it is used on. It rarely lasts long enough to be any use as it is. Perhaps have it fortify the tiles it is cast on, rather than the unit, so the effected unit cannot run around with the protection.[/quote] You read my mind there. Its hard to get a situation where your defender is close enough to act (*cough* the 2 move defender construct hero), his turn co
Hello Stardock, thanks for the opportunity to play in this beta release. Overall this game has some great strengths and potential, but also some real weaknesses. I’ve been playing for about the past two weeks, and have some definite opinions how the game could be improved. I'll focus on one particular issue here, though, and that's monster or creature units. One of the things I felt let down on is how quickly monsters are exterminated from this fantasy
[quote who="DsRaider" reply="1" id="3348388"] Gilden is pretty meh but they have no real weaknesses. Golems could use a buff but other then that they get some good units with special blunt weapons that are cheap to upgrade. Their blood is amongst the best as it boosts hp and spell resistance. [/quote] Earth magic is one of the best tactical schools, which I think Gilden's leader gets. However, 50% more for tactical spells makes it SOOOO expensive -- I hate that &nb
The way I understand it: Opponents hit chance = Max(opp's accuracy - dodge, 97%) Thus, if you get "some" dodge, and your opponent gets a ton of accuracy , it will be the exact same as if you had NO dodge. For high difficulties, this really seems to matter -- I ran into tarth today, late game, and the units had 200+ accuracy. Any + dodge trinkets, items, I put on my troops were of no value. Acrobat skill is kind of useless....Sure you could get a lvl 10
The bug is shown in the pic below. When an outpost gets incorporated into a city, it stops listing its "upgrades" and instead they are listed in the city improvements. Thus, when you click to upgrade the outpost, the improvements you already made can be selected again.
Produce mana description is that it "produces one mana per essence." Screenshot below shows city with 4 essences but producing only one extra mana with produce mana.
This is why the AI can't win by casting spell of making, they can win by turn 75 if they could :)
If there is an escape ability, it would need like a 10 turn cooldown. I'm thinking escape tiles could be abused by champs/sovereigns. Especially if they aren't running around with an army to lose. How many times I seen ceresa with just her shadow worg... When you get an enemy champ, you wan't to put it out of commission for a time, not just have it constantly escape and pillage everything in the area, likewise if I could do that, it would feel ch
Reduced Stables from from 1 horse per season to 0.5 Warg dens too right? Muscle gives +1 to attack and -1 to init instead of just +1 to attack -1 to init or +1? I think this may be a typo. It use to give 1 attack and some weight carry (str gave more). -1 init moves it in the opposite direction (mak
Death Ward leaving little halos, all over the map. Here's a pic of the problem: Rather than make 2 posts about death ward, also the spell is healing units 100%, but the spell description says it heals 50%.
Release release release, must play with the latest version [e classic]:lol:[/e]
In the slavers quest, you have an option not to hire the slave master and kill the rest of the slavers. "Daxus the slaver" is a warrior with all his points in axe talents, and has a beserker axe if you hire him, but if you attack the slavers without hiring him, he's unarmed and just stands there while you kill off his minions.
I find the Tarth AI to be harder to beat, because their archery / mage units will consistently target the weakest units, they get double strike, and they are more fond of elemental damage (e.g. mages with fire sticks).
I feel AI doesn't know how to use its spells. What would make this game great is an extremely clever AI..., not one that just spews tons of mindless units at you on high difficulties. Here's some of the shortcomings: - never seen AI cast a fire ball at me, or any sort of AE spell -- unless it was a monster (e.g. banshee, lich) - never seen AI use life ward pre battle, or any sort of heal / life ward during tactical combat to save a unit - n
Iterate faster!!!!
Sounds like most MMO guilds to me..., pay for the privilege of fighting with us :)
You are perhaps right, simply attacking from a city ungarrisons them... I loaded a saved game, and first moved 3 units out, so I had the same number of units garrisoned as I could fit in my army. I wasn't picking a subset; it didn't matter, they would first leave the city by standing on top of it. Thus, even though they end their turn on a city tile, they aren't in the city anymore.... I guess that's a feature, they've left the city walls..., so t
Well you can make them rejoin the city before combat, the units standing on the city cannot rejoin the city after combat because they will have 0 moves -- combat always ends their turn. It makes the city vulnerable, b/c your units are not in the city now. Also if your army standing on the city is attacked it won't get city defenses to help it defend. p.s. I'm not sure this is the only time this bug occurs, just describing the circumstances I last definitely e
Its syncing your game files on steam. Its uploading the save games, so they are available on any computer. I just disabled syncing for this game in steam so I don't have to wait to restart the game when it crashes or I need to restart.