Masterwork chain should count as chain, Light plate should count as plate, and Gildar should be able to choose between chain/light plate. Maybe GIldar should get masterwork plate instead. I'd like to see masterwork leather for all factions as well late in the tree, or dragon hide armor.
Alstein
maybe LH didn't shut down properly, that's a known bug.
enchanted backpack is +1 init. I'd suggest changing that to +2 accessories that can be carried (for a net +1) You made a good point on the mace: my suggestion would be to make some heavy weapons require chain mastery or even plate mastery Another idea: for non-hero troops, why not just get rid of individual pieces of armor, and just go leather/chain/plate? I have to agree overall I'm not currentl
I've decided already- encumbrance system for FE needs work when it comes to champs. It's kinda dull to not be able to wear armor. Leather/Chain/Plate mastery for heroes should reduce init penalty (though I don't see anyone picking it), Init penalties for heavier armors should be higher. I can't see anyone wasting a level point to wear heavier armor, when high-lvl abilities give more, so many armors will end up goi
Maybe at lvl 25 or so, a general trait option that is repeatable should be a free Destiny's Gift? Solves the problem.
I think the tentacle artists these days are too busy working for Lab Zero.
I think it's going to be -.5 init for each chain piece, -1 for breastplate. Plate mail -1 init for each piece, -2 for breastplate Does the game support fractional init?
Being able to use heavy armor will probably cost a trait. This system is going to need mad work- I don't see how they are going to get this game out before June at the current rate. Just too much rebalancing work to be done all around (which is not a bad thing)
A better solution might be having an unrest building that increases in effectiveness the more cities you have, or have troops lower unrest in a city. (1% unrest drop per non-hero unit, so a 4-man squad would be 4%. Slaves increase unrest instead of reducing)
Would Chain mail proficiency allow for masterwork chain Would Plate mail allow for light plate? Could be issue for some races. I wouldn't mind this concept being expanded with masterwork leather as well.
instead of generic Warrior/Defender/Assassin/Mage/Governor. I think that would solve much of the problem- and if those heroes have their paths pre-defined, they don't need to be necessarily in preset paths. The real answer is : probably too much dev work. Would this be moddable though?
They need to require 3 food to settle, just like 3 materials is required now.
It's -100, but if you have +'s you'll get the bonus XP but not the base XP.
Administrator III is going to do wonders for knocking down unrest, only downside is that it will be required, and you'll see tons of admin lvl 6's stuck in cities.
I've seen this happen with the Bacco quest.
Noitced this is true for Naddi Arena as well. She's 3 levels below the sword she equips (and she has archer traits to boot)
[quote who="Trojasmic" reply="10" id="3342445"] Ask yourself why you think heroes need more experience? Is it so that you can have one hero achieve all skills of a particular occupation? Well that's not the point. The point is that you're supposed to make tough choices. Do you want your Assassin to specialize in critical strike or dodge? Not both. If you try both, he's going to be mediocre at both. Do you want your command
Wow, I just posted if anyone liked the current system, and you're the first I've seen to like it. I'd counterpoint you with these tidbits 1) Part of the reason normal units are more fun in LH is because they have been powered up. Swarm mechanic+ special skills for normal troops have really powered up the normal units and made them more fun. Hero stacks of doom would be less effective now. The powering up of normal uni
I have to agree with the general sentiment in this thread, and I really wish this would be changed now, so that Brad can get the necessary AI work to adjust for this change (it would be huge) The optimal way to play is to camp heroes in cities, just lvl up your sovereign, and pump out units. Eliminating hero XP split would mean I actually get to use the legendary heroes and maybe get one or two of them useful. If stack of hero doom is a problem, you ca
It's Steam only. Stardock switched to that after FE- doubt they'll switch back barring some unusual circumstance.
I agree, though I would suggest peace duration be a quarter of the length of the war.
[quote who="Kantok" reply="2" id="3342201"] In one of the videos Frogboy talked about this. It was set so that you couldnt' see the nitty gritty details purposefully. If I remember right the thought was that this way emphasizes picking heroes based on their "flavor" rather than min/max. [/quote] Folks are going to end up knowing the details anyway, so this is pointless.
That said, this is a bug I'd like to see expanded/kept.
Broadswords require a min level of 6 now. Now, I understand magical weapons having a minimum level. However, why can a lvl 1 town unit use a broadsword while a level 5 champ cannot? That's a logic issue (or a typo bug, the razor broadsword also requires lvl 6, which is always has) Guessing this is oversight and not a WAD.
Interesting idea, but would end up making it a trait everyone picks - maybe not for balance, but for funfactor. The real issue is heroes are boring because it's such a pain to level them, and units are so much more efficient. I'd use a three-pronged solution Adventurer's Guilds no longer one per faction (but the +1 Fame per Turn Adventurer's Guild would be a wonder, perhaps have a world wonder equivalent that is buffed). Perha