mqpiffle

mqpiffle

Joined Member # 4257179
28 Posts 722 Replies 4,170 Reputation

Gilmoy you're right, but this still doesn't solve the issue with the pop-up in the crafting screen, when you craft an item. It's pretty much useless by mid-game, and pop-ups are inherently annoying. So why have it?

10 Replies 9,699 Views

[quote who="Frogboy" reply="10" id="3501540"] That is so odd as I've never seen that happen in tactical battles. Two different units in the same tile in tactical? [/quote] It seems to happen most in that desert-y map with the bottleneck in the middle. And often with mounted units as Thormodr said.

26 Replies 32,924 Views

[quote who="geniusisme" reply="2" id="3501406"] Units (i've encountered in battles only, but possibly happens in global, too) hijacking mouse events of GUI above them. [/quote] I believe this one only happens in tactical, usually when trying to select a unit ability with the mouse pointer and there's a unit directly 'under' the UI. The pointer can't figure out which object should take the lead and freaks out. Of course, the UI should win, no

26 Replies 32,924 Views

[quote who="HenriHakl" reply="3" id="3500652"] Regarding crafting: I'd like to suggest not working to strict recipes. The recipes can still be there, but also have an open "misc" slot not required by the recipe, and adding an extra ingredient can improve the result. Different ingredients have set special effects. So you can make a Hunter's Sword that deals fire damage (ruby), or a Hunter's Sword that is particularly good at crits (dragon claw), or an ordinary Hunter's Swo

9 Replies 66,171 Views

Utter Chaos (strategic spell) All tiles of the entire map become completely randomized. Map is hidden in the fog of war, of course except for what your now scattered cities, outposts, and units can see.

24 Replies 43,582 Views

I don't like anything reducing the Doomsday counter either, it just seems like it's gaming the system too much. Another idea could be a Stasis-type spell: spend some mana to stop Doomsday gain for X number of turns (maybe influenced by # of shards) but at the end of the spell effect, the Dommsday counter jumps by double what it would have during that time. Either a solution like those, or the reduce doomsday spell should be the special ability of one of the Sover

10 Replies 62,032 Views

[quote who="marlowe221" reply="1" id="3500156"] some things are just way too small [/quote] I agree, the buttons on the UI cards to the bottom left of the screen are usually a bit too small for comfortable clicking, also with the unit selector when a city is highlighted. I'd like to suggest that squares or circles are much easier to target with a mouse than long, thin "pill" type buttons. Mis-clicks should not have any part in determining the outcome

14 Replies 14,401 Views

I believe we are going to see more content, and the implementation of the Dungeon Master should help with the plot development.

3 Replies 16,326 Views

Call of Titans spell description states 'All stationed units will be teleported to the selected tile.' What happened when I cast the spell was only my non-pioneer units that were NOT stationed were teleported to that tile. No stationed units were affected at all.

0 Replies 1,856 Views