I fought a 3 pack of stalkers with a heavily equipped Varda. The Tarantula that always webbed me held me in a spot, and then the stalker walked up and proceeded to take her down from 51 life to 0 with 6-point attacks. That's 8 Mauls (after the initial hit) in a row. Varda had a 45 defense and a 54 dodge. at that point the stalker's accuracy should be in the minus. I thought, well that's pretty unlucky. So I reloaded the game, and this time I c
dangerlinto
I've noticed only once in my games did Resource Harvesting actually produce chests near my capital near my Metal/Clay or whatever i had. Most other games it was simply a completely useless trait - in the sorcerer's case one you have to take to get through that skill line. The one game I cdid have it working, it was insane. Every turn I had one unit walk around and pick up the tresure chests and got a ridiculous amount of common crafting items. It wou
Well, I can possibly agree they are out of place, but since Bucholz is awesome, I have to say it's not a problem for me. I actually read every line of every quest, because many of them tickle my funny bone. And they are also short and to the point. Go play Baldur's Gate again. Lots of funny subtext that wildly out of place for the over-arching theme of the game. I have to say, I like it.
[quote quoting="post"] I was at 1 threat the entire time...[/quote] I agree here. What would help (though probably not totally), IMHO is if the quest rewards for not doing the things that remove doomsday counters but instead add to it were significantly better than always being able to do the Honorable/Compassionate/Good... thing. I've save scummed most of them and while sometimes getting the Scoundrel type rewards gave you something more, 49/50 times it
Despite many random maps, I've yet to see a wild grain resource appear.
Free things: 1) More information where it is needed. Off the top of my head would be to show how many shards are connected to a city, what resources are connected tot he city (without scouring the whole map) and probably some more hints at how to grow things like ZOC from cities and outposts. 2) A "Little" more mana/magic, especially in the early game. Perpahs a building to simply give +1 mana (not magic power) so the Sov can get a little more involved in the early game.
It would be nice if in the City Summary (or the Cities report screen) you could tell how many crystals are connected to the city.
Neither does the scout ability - at least on this Former Peasant unit I'm running around with
I've been having a great time playing the game - really, really enjoying it so far. Except of course, that invariably, when I go to load a game, I accidentally DELETE IT. Could be the awesome UI decision to put that button right beside the load button, and not to the include the 'Are you sure you want to delete this save game?" dialogue that would have saved me from restarting all over again (because that simply a better decision than to just replay the last 5 turns mid-