NaytchSG

NaytchSG

Joined Member # 2436731
0 Posts 44 Replies 9,570 Reputation

I noticed and wondered the same thing, Parrottmath. Also, if a multiple stack of widows, why web and then beguile the same unit? Spread it around and maybe give beguile a 2 or 3 turn cooldown so the AI moves to a melee attack. As it stands right now, the widows aren't as tough as they could be on Challenging level.

3 Replies 3,068 Views

As you guys polish the game up, I thought it might be a good idea if you started specific threads that people could just reply to rather than making new posts with scatter shot issues. A typo/grammar thread A tactical battle thread A strategic level thread An AI thread A tech thread A graphics thread etc. I thought it might save you time and help you keep from missing an issue if one of us posts a multi-point post

2 Replies 1,125 Views

I would like to see sovs and heroes give "parole" by not being able to fight against the faction that took them down for 20-30 turns unless attacked. Such parole would also cost them an item or 50 mana or gildar if no items are to be had. Or a spell scroll? Stand and Deliver!! [e digicons]}:)[/e] The whole push them back city to city as they are immobilized at only 3-5 hp each time is silly. They should have more hit points but perhaps be

5 Replies 6,301 Views

Can we also please have defeated heroes/sovs drop a piece of loot? It could even be rationalized as that individual's "parole"(an item) or ransom (for gildar drop if the hero has no items) for freedom. Also I've seen an immobilized Ceresa (with an x icon similar to Tremor) 12 turns after she announced she was burning her cities and withdrawing. I slew her one last time and haven't seen her since.

9 Replies 14,524 Views

"The "To busy to talk.." responce will only come from the AI if you are at war with them. You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)" Great! Thanks for this and all of the other fixes. Keep adding random loot drops... including caches of mana (ma

357 Replies 614,473 Views

Velihopea and King Felix both make excellent summaries of what remains to be done. IMO a simple fix to the XP for units and heroes is to give all units 1 xp per turn ala MOM and just up the level thresholds. Give governor heroes a 2-3 xp per turn when in a city or a 5 xp bump when a city builds a building... This way a unit guarding a city still get levels over time as "they also serve". I guess people could abuse this by movi

195 Replies 786,216 Views

Agreed. Even though I like free heroes via the natural leader trait. [e digicons]O:)[/e] Lucky or brilliant could also have unique techs or spells pop up. Warlords or diplomats could have mercenary units randomly offer to join their banner. Merchants could have peddlers or smugglers visiting them with magic items for sale or offers of stolen techs from other factions. Generals (or a warlord) could get a magic nerf, but their troops get an extra pe

2 Replies 2,621 Views

Would it be possible to add a cooldown timer to the Beast Master trait so a player can know when it will be usable again? Also, would it be fun/easy to add Beast Master I, II etc. to reduce this cooldown period by a round each level and/or make your taming less resistable? Or unlock other creature types to charm? It would be nice too if the Collar text told you it was a single use item and that it counted as a charm attempt for my beast master sov. I t

1 Replies 1,298 Views

I am so looking forward to the mods that this game will inspire. SD may not get us all the way to MOM 2.0, but the community will get us closer. I respect the original ideas behind the game, but regret the exclusion of all of my favorite fantasy tropes. I have always been a sandbox TBS player and have almost never (exception: HOMM 1,2 and 3) played through the campaign modes. The more toys the modders can put in my sandbox, the happier I will be. I am in awe of t

12 Replies 11,418 Views

I like the idea of every tile moved by a champion having a very small chance of triggering the generation of an appropriately leveled quest nearby. A faction trait perhaps.[/quote] There is the wanderlust trait, which lets you buy quest maps in the store. Plus it would be great if each hero in the game could occasionally spawn a quest for you: Pasted from https://forums.elementa

19 Replies 7,433 Views

Every time I don't attack the would-be mages, he pops up again with the same riddle and same amulet of laziness. I have one for each hero now! Then the quest spot respawns elsewhere on the map. Maybe this time i will attack. To echo Wizard1200: no slings or crossbows? or will I be able to make them in the Workshop? Multi-level quests and more loot drops (especially when conquering enemy heros and sovs) would be awesome!

21 Replies 57,538 Views

I have encountered missing portraits in monster messages: "It has shinies..." and hero and sov character screens. Also newly explored lairs and tiles have annoying slow fill-in times (esp. ogre lairs for some reason). Invisible cities though that is neat enough to almost be a feature :)

4 Replies 3,377 Views

So I "meet" Ceresa via her splash screen even though I don't see a unit of hers on the map. It happens. So we talk via diplomacy screen and do a very low level tech trade... She is weaker than me so we are "close". A few turns later, I am exploring to my south and come across a fifth level kingdom hero I am 5 turns of research away from being able to recruit. A turn after that here comes Ceresa and a few of her minions. First time around I leave he

4 Replies 2,067 Views