Spitz

Spitz

Joined Member # 2436861
2 Posts 77 Replies 14,960 Reputation

[quote who="Gravedancer" reply="11" id="2774338"] Quoting StarCruzr, reply 5Is there any point in getting AoW and AoW II? I remember playing the original and liking it tremendously, then buying the second one, which at that time in vanilla form I found quite difficult and with a bit less charming (bland city management screen - you could see the buildings in the original). AoW:SM appears to be what people are still playing, so I'm just wondering if there is any reason to get the first tw

59 Replies 121,370 Views

[quote who="M. Agrippa" reply="32" id="2771787"] The changes to the system outlined above would allow for differentiated casters organically as they level. Fighter with just enough mana to heal, magic blaster, balanced artillery is all about selecting which stats to improve as you level. Combined with more abilities and a deeper item system based on those ability,(extra healing, lower summoning maintenance, elemental affinities, improved mana regen) and I think the true

36 Replies 20,904 Views

Theoretically, wisdom also determines the AP cost of spellcasting in tactical combat, according to the tooltip, but in practice, it doesn't.

3 Replies 5,340 Views

I don't really desire larger numbers in the battles of Elemental. If larger battles were to become a focus of implementation, I'd very much hope it would happen after all the myriad other things that need addressed (UI, magic system, tactical battles, pacing, balancing, fixing typos). That said, I think much could be done from the quest-writing and pacing standpoint to make battles epic in the sense that they are meaningful, rather than large.

420 Replies 1,133,489 Views

The more I think about it, the more I'm enamored with linking imbued heroes to specific shards. It limits imbuing in an organic way, makes shards critically strategically important, and, by giving hero element-specific bonuses upon imbuing depending on which shard is used to imbue them, gives another way to differentiate casters.

36 Replies 20,904 Views

[quote who="Raven X" reply="16" id="2767373"]Oh, might I suggest maybe you should repost this in the General Section as well so it gets a little more traffic and more people to discuss it. For some reason a lot of people just don't come to this part of the forums.[/quote] I don't want to cross-post to multiple forums, but if you think it belongs in the general forum instead, just report the thread and see if someone from Stardock wants to move it. I'd certainly like to hear more brain

36 Replies 20,904 Views

Thank you for the update; I'm looking forward to Tuesday. I love the website Heirgamenon. While browsing through it, I found a few typos you might want to fix. I'm at work, so I don't know whether these are in the game as well: Advanced Archery: should be "deadly complements" not "deadly compliments" Accessory -- Scout's Cloak: missing the word "by" between "commitment" and "the" Magical Equipement: "Layman" is one word Quests: "Torrid is n

70 Replies 135,255 Views

The global mana pool idea isn't mine, BTW, it's from Frogboy's Labor Day Dev Journal . I just want to explore possible ramifications that we could see or would like to see from the change. I also wonder what the down side will be to imbuing a hero, since is essence is binary, you can't lose essence from doing it. Perhaps you can only imbue one cast for each owned shard? Actually, linking imbues to shards would be interesting if the

36 Replies 20,904 Views

If mana becomes a global pool and essence is a binary value, what implications would you like to see that have for gameplay? Does this mean that every caster with essence will be able to cast every spell? What role will wisdom play? Will there still be only one type of mana? What will effect will shards have now? I'd like to see wisdom become the amount of mana a caster can channel per turn. Any character can cast any spell, but if you're casting a big spell with a low-wisdom

36 Replies 20,904 Views

There was also going to be techs that were only available if you encountered certain resources or completed certain quests; rare techs you might only see once every dozen games or so. I'd still like to see those. Again, though, I'd like to see them after magic and tactical battles get the overhaul they're due.

35 Replies 20,050 Views

I agree wholeheartedly to leaving patches in the oven until they're well-baked. Since the dev journals are locked now, I'd appreciate it if they'd sticky the three newest ones at any particular time, otherwise they quickly fall below the unlocked threads still being worried over by the pack.

2 Replies 6,381 Views

I'm glad Elemental lacks women in armor bikinis and hope not to see any; they're silly. Stylish armor for women, on the other hand is a worthwhile goal, although a very, very, very low priority behind all the other things the worthy SD folks could spend time on.

244 Replies 871,338 Views

It seems to me that the ugly trait should make it more difficult to get married, rather than to have children once you're married. Last time I checked, rich and powerful ugly people don't seem to have much trouble reproducing in the real world. The game does, after all, have alcohol although paper bags can't be bought at the item shop. An "infertile" trait should lower the chance of kids.

19 Replies 55,966 Views

[quote who="voidwright" reply="169" id="2749674"]It still bothers me that "Wisdom" at character creation becomes "Essence" in game. Also... no undead? No models for undead, at the least? C'mon... throw us necromancers a bone, already .[/quote] Particularly since wisdom still exists. It's used to determine the cost of casting spells in combat, according to the tooltip, but it can't be modified with leveling.

326 Replies 940,225 Views