Thralls, perhaps? Only thing I can think of.
mqpiffle
Indeed it does seem to be linked to the Circlet. Maybe two on-death effects can't be active on the same unit at the same time?
UI: *numeric overlays over skill and research bars (so we don't need to hover for info) also make it an option *construction completion bar for each city in cities tab (bottom ui element), also open that city with double-click of the icon *sovereign spell hotkeys both for strategic and tactical *hotkeys for top ui buttons (options/report/cities/spells/crafting/rivals) ; f1 - f6 perhaps *an option to display FPET(food/production/esse
Also remember the special abilities each unit has. The abilities of the axeman in relation to the wolf may balance out the hp deficiency.
I can confirm something wonky is happening with Raza, and now that I think about it the culprit might be the Necromancer's Circlet. Will check it out.
[quote who="mqpiffle" reply="3" id="3585983"] + More quests, especially mid-late game, including a faction quest which spans the entire game [/quote] By 'faction quest' a mean a separate story telling quest for each sovereign.
+ More quests, especially mid-late game, including a faction quest which spans the entire game + Deeper quests involving decisions which affect the 'DM', and vice-versa (think choose-your-own-adventure with choices which affect future possibilities.) + More total heroes, and heroes which tie into your personal story via the DM + Richer crafting and enchanting system
I think Scott may have mis-typed, but I see what he's getting at...if you want to pay the maintenance fee, then by all means stack-em-up. I like this. People always complained about the lack of movement in the previous Elemental games.
I'd like to see crafting and enchanting balanced and enhanced a little bit. Balance. I have yet to explore a full game, but even early to mid game I'm seeing items which I think to myself "I would never craft that....it's just not worth it." For instance the Aspect(s) of Fire/Cold cost four crystal resources plus mana plus some other stuff: this seems ridiculous to me for a simple +1 elemental attack, especially since I can craft
[quote who="BlackSmokeDMax" reply="2" id="3576481"] Quoting mqpiffle, reply 1 Agreed. Adding a random option which turns the portraits into question marks would be ideal. That option is there, I'm just asking for it to be the default selection as you setup a new game. Currently it always h
Agreed. Adding a random option which turns the portraits into question marks would be ideal.
I still feel like the crafting system needs a lot of work. For instance, gems should come in tiers (or quality) for Crafting: Chipped, Cloudy, [baseline] (no modifier eg: Topaz/Emerald), Radiant, Flawless. Each item requires a minimum quality, but if you use a higher quality when crafting you can get a substantial bonus to the base item. I also still think Enchanting should be spell based, and you need to research the spells to enchant items beyond their base crafting
I don't, but since most of my battles are on acrtic terrain right now, I should be able to snap one without a problem.
[quote who="thimon2k" reply="1" id="3525550"] Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles. [/quote] Ah yes, thank you for mentioning that. I meant that to be one of my points, but it slipped my mind as I was writing th OP. I'm going to include this in the OP if that's o
As you can tell by the screenshot below, I random mapped into a game that started in the center of a huge area of arctic terrain. I think this is awesome, but there are some issues that I would like to discuss. 1) My scouts were not able to use their Scout ability (no movement penalty in certain terrain types) in arctic forests. I'm not sure if this is a design feature or a bug, but it seems to weaken the scout a good deal, escpecially when arctic terrain covers a good
[quote who="thimon2k" reply="1" id="3525411"] Beta 5, I think you are a little bit too early with that. [e digicons]:)[/e] [/quote] LOL! Yes I was excited! And changed...
When I think of Enchanted Plows, I think of dormant tools coming to life to till the fields. The current effect suggests that you would be trading a tiny bit of food to gain some production. I don't understand. I propose this spell get changed to 20 mana, same research time, and the effect changed to "Target City loses -1 Logistics to gain +1 Food per Essence". To me this captures the feel of Enchanted Plows.
[quote who="NaytchSG" reply="13" id="3525039"] Watching the stream, it appears you forgot to build the shard and crystal mine north of your city. Shouldn't those items be auto-built when your territory expands, is there a strategic reason not to build these items right away? Clicking the build icon just seems so much busy work. [/quote] It takes up logisitics to build resource improvements, so I don't think they should be auto-constructed.
I agree with HF here. For instance, defense isn't even presented in the tactical battle cards. I mean, I realize it's not like defense is fecking relevant to almost every single decision made in tactical combat ... wtf??? Oh, and the other stuff too, especially showing spell mastery and elemental resistances on the unit details screen. I also never actually want to see these...
[quote who="ScottTykoski" reply="8" id="3524345"] mgpiffle: Looking at the data it should already scale at a rate of + 3 per shard. We don't really use the concept of 'Level' for Sovereign Spells - just for Unit Abilities. [/quote] I can understand that.
A current bug/feature in Beta 4 is that a spell or ability in tactical combat is showing as being resisted by the target with the floating display but the effect still fires off as if it weren't resisted. I'm experiencing this in my current game. Keplin the Mage is the hero and he supposedly resisted a darkling shadow shift, but the effect happened anyway. I've seen this happen a couple other times in previous play-throughs. I really hope this isn't a f
Also, the text on the Shaffer (sp?) Button occasionally changes sizes.
[quote who="NaytchSG" reply="1" id="3523354"] Webbed archer units lose turn, webbed melee units don't- another old FE/LH bug. [/quote] To clarify for the devs, this bug (or feature?) actually works like this: If an AI tactical unit has its moves reduced to 0, it is impaired from using SpellDefs (ranged attacks, spells, abilities, etc.) This is the bugged (feature) part. It also explains why melee units will still attack if an enemy is in range. If y