Usually Stardock holds their campaign/scenario stuff, in addition to some other content, for release. My assumption is that they want the game to remain fresh. I know in the case of Twilight I felt like the game was a little long in the tooth when it was released because I played it too much in the beta and the content kept dribbling in. In the case of LH: I'd love to see one more expansion that focused almost entirely on faction differentiat
Alstein
Unlocking the trait for troops at economics or maybe construction sounds like best idea, and it should be a toggle (though move rate should be reduced to 1 when building roads) Making it a toggle instead of manual would be easy to do (You have it for explore), and would solve the micromanagement issue- the key would be training the AI to use a cheap unit to build roads.
I have to agree on the hero feeling. Assassins need beefier dodge, they should be super-annoying. Many skills should have level prereqs instead of skill prereqs, If it's fun, it should be a lvl 4/8/12 skill instead, or at least only require 1 level of a skill instead of 3-4. Level 5-9 heroes should have one of their advanced fun school skills, even if it's early. I do think at the v
[quote who="animageous" reply="1" id="3350052"] 14 Replies [Show subscription options for this post] [Search this post] [Give TiduZ1492 +1 Karma] Reply #1 animageous Join Date 03/2013 +6 April 26, 2013 8:38:52 AM from Elemental Forums Elemental Forums That's assuming you even earn the right to build roads in the first place, which isn't nearly guarant[/quote] No real point, as the other bonuses commanders get are so
I do think there is a point on melee heroes not being tough enough. Wondering if defenders should be +2 hp per level, and warriors/assassins +1hp per level.
I like putting XP split in on the 3rd hero. Maybe go 1, 1, 2/3, 1/2, 2/5 etc Another idea is having the techs that add to army size decrease XP split.
I like it the way it is.
Are warhammers two-handed Did you originally have a staff? My second guess is this is some sort of 1h/2h-bug with the weapon class changes introduced.
[quote who="Emperorjarin" reply="79" id="3353035"] Quoting Alstein, reply 64It's not true that all heroes are useless. A lvl 5 commander who specializes in unrest is useful, as is a high-level commander who specializes in troops and can get +init. I think it's rather telling that the only champion you cite as being useful is the commander, who specializes in making your empire and army better. Yes, summoners are also very useful now, but they're a
My guess is Jon was going to be the lead on the not yet- announced game, though with Jon and Cari leaving I wonder if future Stardock plans are delayed.
Best solution there would be to make armor proficiency a 4th trait slot.
[quote who="Lord Reliant" reply="87" id="3352711"] How much does Dispel cost to cast? If both were reasonably high in casting cost, it wouldn't be something you could spam over and over.[/quote] 90 mana. It's not trivial.
Agreed Regen needs to be autodispelled, for both balance and micro sake.
It's not true that all heroes are useless. A lvl 5 commander who specializes in unrest is useful, as is a high-level commander who specializes in troops and can get +init. I think the .87 changes make being stacked eq-wise much easier. Also, hero spam has been toned down due to the movement of the Adventurer's Guild out of the early game entirely. I do think .87 does a good job in fixing some of the imbalance between cl
Had similar problem in last beta- it was solved by redoing the design as weapon stats changing screws up the autoupgrade.
I don't think Tarth is as useless as folks claim 1) The stealth being able to move through bad terrain quickly is good. 2) Double strike is really good, especially with a few types of units. Mage units benefit the most. Tarth benefits from accuracy more than most. If I was to suggest buffs for Tarth. 1) I'd change their attack bonus to whenever they are outnumbered 2) Give them
What's really needed is for the XP split to work differently. It should be greatest with champions equal in level, and least when there's a wide difference in lvls between champs.
I don't think it should be a blanket ban on chain/plate for lacking the trait. What should happen is that wearing too-heavy armor should provide huge penalties, and the proficiencies remove those penalties. This should be true for units and heroes.
Because there is no drawback for using them, and you get so many of them that it's a no-brainer decision not to use them. I still don't know why they lack increased upkeep costs. Is there some sort of hardcoded issue that keeps the team from trying this?
Looks like they're trying to address the issue in .87.
Regeneration should probably have an increased cost, and be a spell that wears off after one turn. It will be OP late game/for rushing. Or maybe it should be a higher level life spell. UI suggestion: on cities that are cursed, put a black outside or cloud around the city, some sort of graphical cue.
https://dl.dropboxusercontent.com/u/6609288/AutoSave.EleSav
Heartwood shortbows do not upgrade to Ithuane Longbows. Did not test whether other bow upgrades fail.
Yeah, there's no drawback to horses, that's just poor balance. I'd like to see beastlords be able to beguile mounted units with their ability. Or a spell that makes mounts panic and move randomly.
I'd like to see throwing axes, an improvement over throwing knives.