I think water elemental (summon) also has wrong ability name. Ability is there in XML files of the unit, but does not appear inside the game. P.S. It would be good to recheck all names of abilities. Maybe there are more with similar wrong name issue. It's good that game does not crash if wrong data is entered, but it does make finding bugs like these much more difficult.
player1_fanatic
Actually, what when wrong with MoM was that it was too complex for AI of that time to handle. Leading to either too easy game on Hard, or too much cheatlike gameplay on Impossible. Strategic + tactical layer = two opportunities for player to p0wn AI, instead of just one, like in Civilization series. ^Same applies to Elemental.
Watchtower visual range starts from point where it is built, not from city center. By the way, same applies to influence increaseing buildings.
Considering that all NPC heroes are human, that's only way for fallen to get spouse of same race as they are.
For some reason, many of predefined sovereigns have essence defined as separate stat, and often it doesn't mimic their wisdom score.
I still don't see, how could teleporting single sovereign, without army. back to his kingdom for 5 mana be considered overpowering. Instead nerfing down teleport they should've reinstated teleport army spells (that already cost 15mana), and change basic teleport to teleport only caster.
If it helps any way, the quests that can be started will have their markers on cloth map in white color.
The biggest problem is that most weapons for empire and kingdom are same (same stats), but the way they are researched is completely different. Kingdom gives better and better weapons every few techs, so you would expect those weapons to outperform/replace previous ones, and that getting all those extra techs means something. On the other hand, empire lumps one set of weapons all at once (for example same tech gives mace and all 3 warhammers!!!), so you would expect that bette
Could probable reason be that maces take more iron to produce? Thus making maces a cheaper replacement.
Concurred. It's great sword to do first strikes, but since all heroes are just glass cannons (due to pitiful health), you could easily die if enemies survive to round 2 or 3.
Exactly. It's supposed to be too strong.
Well, you can browse all building from in-game help page, and there you can see maintenance cost, if building has any,.
Hmm... don't all those quests with ZOC have spawned army (may be wrong?). Maybe, just maybe ZOC was there to prevent AI from botching your quest accidentally, by taking out those armies.
Well, it's issue for shields too, since they give dodge from 2-15, depending of shield type. Which is pitiful if that's just 1/10 of % value.
^Cruel? Heh, that -20 morale from you, plus another -20 from intimidating. No wonder why soldiers panicked very quickly.
[quote quoting="post"]Pushing the pricing on Bows to 30 and 40 gold is a nerf and strong discouragement to not use them. Sorry, either put them at reasonable pricing and fix the issues surrounding their use or remove them from the game for now until you get it figured out. 4 bowmen may be very expensive, but they are still very deadly. There are plenty of threads on the topics of bows.[/quote] Nerf? They were always priced that much.
[quote who="Novaburst" reply="40" id="2779229"]Notably the last tag, adds the influence radius/Zone of Control to them as far as I can tell. Setting the Radius value to 0 removes the ZoC, and prevents the terrain from changing from it's default to the new value listed in EnvironmentType.[/quote] Wasn't this done to prevent quest locations from being settled by enemies, which would make these quests uncompletable.
[quote]Despite the above mentioned changes, a Kingdom of Men Sovereign can still purchase Traveling Boot's from a city. I didn't manage to find the issue for that.[/quote] I really doubt that traveler boots were supposed to be campaign only items, since many recruitable heroes have them as part of their default equipment. Also they have a cost in sovereign creator, so why it would be set if they were not intended to be used in sandbox. P.S. There i
@NTJedi You mean stone giant? Personally, I think that all giant summoning spells are misplaced, and should switch place in spellbooks with summon elemental spells, since all elementals are actually weaker then corresponding giants.
Fallen races and human races don't share same armor set. So if sovereign is fallen, it can't wear same armor as most other heroes (that are pretty much all humans). P.S. Just to make it clear, kraxis are considered a human race in that regard. And I'm not sure how wraiths are handled (since their unit models are much more human like).
[quote who="Frogboy" reply="29" id="2778781"]Probably a better way to look at it is that shards will provide N mana. Spells, therefore, will cost M mana and come from a global mana pool. Because mana is global, strategic spells no longer need a caster but can simply be "cast" on the map which gives rise to all kinds of things that just didn't make sense when the caster had to be physically located nearby. [/quote] Idea: have some teleport spell t
^it's not increased cost. it's rolling back to old cost before 1.07. Although I would agree that shortbows are waaaay overpriced. Twice weaker then longbows and yet only 25% cheaper.
Instead spawning additional resource to correct every single imbalance added with next patch (gold mines, shard), maybe single per faction building should be added to mimic that. Or just have adventuring techs beefed up to unlock similar resources.
Isn't it a bit weird to have additional channelers have exactly same upkeep as summned monsters? I mean, while giants are cool (probably because they are overpowered anyway, and have their own "spells"), most lower level summons like familiars or anything from summoning school (imp, bear) is just plain pitiful. Current mana regen is already a pain (if it wasn't an issue people would not mass imbue more channelers), and new solution dosn't help in that regard. Also, ano
fallen or kraxis.they both are considered fallen