Played the Tinkerer on normal first Can confirm that the threat levelmed way screwed up. There were threat level 5 monsters wandering around the map when I had zero threat. Of course, I lost. I also found that getting sovereign point felt like it took much longer than in previous versions. This was on normal magic. So I tried easy with supreme magic and still it felt like it took forever to get sovereign points. The reason this is important is bec
Natasin
Hit guard on the tower. Well that's good to know. I'd be nice if the tower had a UI like Fallen Enchantress though.
The trouble currently, in my opinion, is that towers are currently implemented in a very simple fashion. The towers are used to defend against SK and to expand roads. The grid is 4x4 for most sovereigns and not particularly worth the logistic cost. It certainly shouldn't cost logistics. The difficulty of tying towers to number of cities is that some maps have few building spots. Each city would necessarily need to be able to build four towers (for each direction) to be optimal in defense
Cities and pioneers: In another post, I suggested the pioneer cost population because the city growing game isn't too interesting currently. There isn't much sacrifice in building hundreds of pioneers as it was in FE. My city grows and gets more powerful but it isn't very interesting compared to FE. One city builds exactly the same as another and there isn't any diversity. I'd suggest methods to diversify cities in four ways: production, mana/magic, sovere
Logistics and towers : I know Brad asked about logistics and towers and I couldn't pin down a clear alternative. What I do know is that tower costing logistic points is a pain. Towers are really the only effective way of keeping swarms of darklings off your porch. I don't think towers should cost logistics because right now they don't do much beyond defense. I know they help grab territory for shards and allow the player to take things like metal but right now that
First, I want to say that I'm rather fond of Sorceror King especially in that it's the first time I've felt like I can give some feedback and have the chance to see something maybe change. I wrote some prior feedback about version 2.0 but I wanted to give some feedback about the Priest and the Commander. I will also give some general feedback. Priest : I like the idea so far with the priest's ability to heal the land and fight the doomtimer with
So I played three two full games the Wizard and Tyrant. I played about half with the Guardian and then stopped because I'd been playing too much. First, it encouraging to see that you are taking feedback and good ideas. It's why I'm posting. Wizard: After playing the other two factions, I can tell you that the Wizard is pretty comparibly boring. Besides the spell that takes -25 doomclock for 100 mana, the Wizard doesn't do anything special. I didn't really