I've gotten a couple of impressive swords as loot...but the minimum hero level to use them was around 18. and the game is long over before the heros ever get there.
Borg999
After playing 5 games, three of which I quit after a dozen or so turns because I could see how far behind I was, I have come to the conclusion that this is the same old traditional 4x game with two differences. One that I like, and one that I don't like. You're fighting one foe instead of multiple foes and you have a strict time limt to achieve the objective. The time limit is so short that you are in constant rush mode. IMO, pacing should be revisited. I l
[quote who="XWerewolfX" reply="4" id="3498252"] I don't think you did. I think someone is just a wee bit sensitive..... *cough* BORG *cough* [/quote] Hmm, need we revisit some of your posts in the LH forum... [e digicons]:)[/e]
[quote who="AlLanMandragoran" reply="3" id="3498241"] Sorry, did not mean to come across that way. Was trying to illustrate you can slow the doomsday counter. [/quote] Yea, sorry about that. I was feeling fustrated after the last game.
Ok, so your better than me. It mush really suck to be able to master games two days after the beta release. What's the point? You might as well move onto something more challenging if games are a cake walk for you.
Assuming a constant rate, that would equate to a 200 turn game. That's too short. It's not fun. Please consider slowing down the clock.
Yes, that's what happened. The SK's minions destroyed all of my cities except one. When they came for the last city, in tactical mode, my sovereign was there on the battlefield, live and in person. One of the SK's mid-range units launched a one shot kill on my sov and it was all over. Given that the sov is supposed to be very powerful, he shouldn't be so easy to kill. He should have a high base hit point total, and you should be able to equip him like any other
I agree it doesn't feel right that a sorcerer hero has no spells of his own beyond what is channeled through him from the sovereign.
The doomsday clock is already half full and I've only played for a couple of hours. The SK's minions are destroying shards at an alarming rate. (I'm playing on the easiest setting) I suggest two things: I've been ignoring the shard destruction alerts because they've been happening far away, but two of mine were destroyed at some point. I suggest that when a player owned shard is being attacked, a specific warning should notify the pla
I defeated one of the bosses (The ice elemental guy) with two 4th level heros, an archer and a soldier. The majority of the damage delivered was via sovereign spell, with the heros acting as mere receptacles for the sovereigns power. It seems that the only thing that matters is the sovereigns level and the spells he's learned.
Maybe a hard coded rule can be added that prevents non-combat units from winning a battle. What's really strange is that the monsters didn't sustain any damage. https://dl.dropboxusercontent.com/u/87241447/Screenshot%202014-10-04%2022.39.26.png
The quest is listed as "weak", but it's at least hard. First it's tells me I'm about to fight a troll, but there ends up being an additional monster. Then in the next phase when I follow the screams to the basement I'm told that I'm facing a single scientist with a flaming sword, but when I initiate a battle, there are several strong monsters there, not just one. Also, I lost the battle, which moved the doomsday counter ahead by ten...IMO, that's
This has happened to me twice today. The game will notify me that a trained unit is idle. I will attempt to move the unit, but it stays where it is. I also tried to set it to explore, to pass it's turn or set it on guard, but the turn but the unit stays put and the turn button remains at "idle unit". I can "fix" the issue by saving and then closing the game,and then starting the game again.
[quote who="Frogboy" reply="11" id="3497878"] It's a generator but it's trying to not be too random. [/quote] That's cool. Just the way it was worded reminded me of some of the random events from GC2 and FE - if you started to expand too quickly for example, the game would toss out a "random" event to slow you down a bit.
[quote who="XWerewolfX" reply="1" id="3497866"] Now let me have those minors! [e digicons];)[/e] [/quote] Do you realize how easily that could be taken out of context? [e digicons]:)[/e]
What I like least about LH, is now that SK has been released (in beta), I have no reason to play it anymore. [e digicons]}:)[/e]
Thanks!
I know that units received from minor factions don't use logistic points, but what about quest-gained units?
Dungeon Master world system added (Everything you do in the game feeds data to the DM that may come back to help or hurt you later, variables will be listed in the Quest screen) Is that essentially a random event generator?
Wait a minute... a wizard is using armor?!?.... [e digicons]:grin:[/e]
Hall of Fame!!! [e digicons]\o/[/e]
I like the counter as well. It provides motivation and incentive to complete the objectives. However, IMO, an option to slow down or speed up the counter would be a good thing to have.
[quote who="Frogboy" reply="9" id="3497680"] It is a little disappointing seeing people so aggressively expect games to cost nothing. Sorcerer King is the result of nearly two years of work by a fairly large time. The idea that it's "DLC" or something shouldn't surprise me but does disappoint me. [/quote] As long as the "squeaky wheels" don't represent the majority, then I don't think it's anything to worry about.
Also, the food/material/essence icons are small and it is difficult to see what each represents. They look like tiny black dots with a little bit of tan in the middle that I can't distinguish. If they can be made bigger, or alternatvely, a roll-over display box with the information listed, that would be great!
I just played the game for about a half hour, and here are my initial thoughts and observations: The only place I "see" my loot is in the crafting menu. I would like to be able to have a list of loot items acquired that is separate from the crafting menu. The wolf that is part of the initial "army" is equipped with a sword. I don't believe it should have one. Maybe animals can have natural weapons instead - e.g. claws or fangs There is some random characters in the