1 Bigger radius for allowing tile specific improvements on a city - piers and lumber. 2 Mouse speed//framerate when holding down control to multi select units. 3 Offers of tribute are horribly confusing. 4 Give us a way to control which city an outpost belongs to; I hate when outposts, and their improvements switch to being part of a new city. 5 Diplomacy; treaties can be broken by AI's, and they overvalue their resources. Their gold should never be worth t
ben_sphynx
I think there is one very significant difference you didn't mention, too. Henchmen, if they die, are resurrected with a negative trait, just like heroes. Sions, however, are just dead and gone.
Well, I saw this yesterday, and steam now says I've been playing it for 17 hours. It's good fun, but what happened to my weekend?
It is a horribly confusing 'feature' that traits are cumulative, but buildings are not. The two things should work in the same way. Either Evoker II should say that it increases the damage bonus from 25% to 50% (or is it actually multiplicative?), like buildings, or, buildings should say the amount they actually add, rather than listing the bonus of the requirement buildings included.
The rush cost is the easiest way of finding what the production cost of a building is. I tend to look at the tooltips for buildings to try and work out if I can optimize the amount of production to get a faster build queue, when I have options on building clay pits earlier in the queue, or casting or removing Set in Stone or that spell that gives +1 materials.
It's quite simple - the cost of a building is a number of production points. Each turn, the cost remaining is reduced by your production as you build it. When the cost is reduced below 0 it finishes building. The rush cost is the number of remaining production points needed to finish it, but in gold. And rounded up to 25g if the building requires less than 25 production. Except if you have a black market, which makes the rush cost cheaper.
Maybe you should get two, just the bug prevented every hero and henchman getting two because they never leveled up from level 0 to level 1 previously?
Maybe it walks around instead of standing on it's plinth.
I stopped playing the campaign when it killed the hero who had my best equipment in a cutscene.
The tile yields are very significant for a city all through the game. Low food cities don't get to high levels until very late game, and it takes a long time to finish buildings, troops and pioneers for low material cities. Personally I prefer starting with high production and lower food, as it lets you get a better start, and higher food places can be settled later. There are some nice city enchantments (which are better with higher essence) that give bonus
Maybe it needs a quote on it along the lines of 'Too heavy to wield for any but the mighty Juggernauts'. At the moment it is a little confusing if one does not realize.
Another issue with this diplomacy is that the AI players can declare war on you while you have a non-aggression pact with them. This feels like a cheat. What is the point of the non-aggression pact if they do not honour it?
Also in the before/after screenshots, you have different amounts of mana.
Maybe it could be changed to -1 hp/ 2 levels. That would match the overall 1/2 as many hp per level that was previously changed. The Wraith race is still the requirement for Hallowed Rite, which is a very nice ability (which provides 3 mana for each thing the unit kills).
Wraiths (I think) get a trait that lets one gain 3 mana when the unit kills something. This is awesome (far more so than the gaining of 3 hp), and is a good reason to play them. Only gaining 1 hp/level net is harsh, though.
At one stage, if you said 'the helmet is mine now' then you did not even get the helmet. That seems buggy.
It is rarely worth asking 'is it technically possible' with regards to programming tasks, as the answer is almost always yes (with some exceptions where there is a mathematical contradiction required to get to what you ask for). A better question would be 'do you have time to' or just going with a 'please'. I would imagine that changing the 'start at level' trait to just provide a bunch of experience to the unit (based on the levelup cost
At one stage I checked their xml and they did nothing at all.
I would think that a better fix to stop people declaring war again would be to either enforce the peace treaty for (say) 10 turns, or to have a reputation that goes very negative so that the AI's wont trust you again (with money for peace) if you declare war again immediately.
It is amazing with henchmen; one hero with several henchmen, all with tireless march, is a speedy speedy force. Also, no xp reduction.
The Athican Longsword does not appear in the characters hand, it appears a couple of centimetres below where they are gripping it. Probably needs a re-export with the character standing in the correct pose.
At the moment, when you have new technologies, you can upgrade your existing troops to use new weapons, and new armour. However, you can not change their group size, nor can you provide them with mounts. I would very much like these two as options for upgrades for existing troops. It would mean that getting experience on early troops is a lot more valuable if they can be made into stronger troops later, while maintaining some of their experience. <
I like the idea of different monsters having different personalities. I think a better place for the random element would be when creating the monsters; sometimes a drake turns out aggressive, sometimes it turns out passive. When you first see a monster, you can either risk it, or wait for the AIs to risk it, but then you get to know, and make strategic decisions about how to deal with it.
When I first tried upgrading outposts with a Warden upgrade, it did not seem to stop them being destroyed by monsters. Today I was looking at the xml, and saw this: Warden Most monsters won't enter the outpost's Zone of Control.</Descri
At the moment, initiative changes seem to be retroactive since the start of the battle - casting Haste mid battle with a decent number of air shards results in the recipient unit getting multiple turns in a row. Casting slow with multiple water shards mid battle may well result in a unit not getting a turn for a very long time. I would suggest that initiative changes should only start calculating the new speed from the time they are applied, rather than applying a catch