Eclipse Tactical Arcane Knowledge: 20 Mana Cost:25 <
econundrum1
Fist of God Arcane Knowledge: 30 Tactical Mana Cost: 35 Target Area: (maybe 4 tactical squares not sure). Shards: Earth, Air</s
Asphyxiation Tactical Arcane Knowledge:10 Mana Cost: 15 <span style="fo
Regeneration Tactical Arcane Knowledge: 20 Mana Cost: 20 <span style="font-siz
Death Omen Tactical Arcane Knowledge: 10 Mana Cost: 25 <span style="font-size:
Adrenal Rush Tactical Arcane Knowledge: 10 Lasts: Int Tactical turns <s
Blight Strategic Arcane Knowledge: 10 Mana Cost: 20 Shards: None Spell Book: Death <span style="font-si
Puppet Master Tactical Arcane Knowledge: 20 Mana Cost: 15 Shards: None Spell Book: Life The Mage can command flesh bone and blood to do his will, the target unit remains aware but has no control over their own body, that is transfered to the spell caster for the duration of the combat after which the unit w
Soul Reaving Tactical spell Arcane Knowledge: 15 Mana cost: 0 (but must target one of your own units killing it. -5 to moral of remaining units on your side). Shards: None Spell Book: Death The spell user targets one unit in his own army (the target must have pledged their life to the soverigns se
Yes as Frogboy said and I believe him because he has always been very open and honest in his posts and Journals, the external Beta we currently have is nothing like the internal version they currently have. We can see an example in that they have turned some tech tree options off in 2B that are there in 2A. They are testing isolated systems on us and modifying based on our feed back. Anyway it sounds like Beta 3 will be much close to the final game but as we know from the journal will
Interesting times Tactical spell Moderate Mana cost Chaos spell Causes large penalty on to hit rolls, as the target unit is literally jinxed. Lasts for INT tactical turns.
Hungry Ghosts Death Magic Strategic spell Cost moderate Effect summon a moderately powerful unit of four ghosts, each strategic turn the ghosts will kill the land they are stationed on, if the land is already dead then one of the ghosts is dispelled. (so they must ke
so the real question when do we get beta 2B? Today? 2B or not 2B that Frogboy is the question [e digicons]:grin:[/e]
[quote who="TheProgress" reply="25" id="2662944"]Based on what I've seen this game needs a lot more than just 21 days (assuming people are working on weekends - which I doubt they will be doing) of additional work. There is of course the possibility that the beta testers haven't seen a lot of the content though I suppose. [/quote] You are partly correct that based on what is in the current Beta there is more than 21 days of work left. But here is the thing Brad as already said on
I've just noticed that you can change race to fallen in the custom soverign creation of Beta 2A. For females it only effects skin color really at the moment but there is a different body / face /skin for males and a couple of fallen armour options that are different too.
I haven't noticed a big difference, I mostly get stutter when it switches from cloth map to clos up graphics the transition isn't entirley smooth. GTX295 Windows 7 64bit 4Gb RAM mostly runs fine though. To the OP how much hotter is your card running, have you changed drivers recently some nVidia drivers in the past have made the card run hotter.
ok having played for sometime with the city changes, I like what they have done with houses and food. Food should be the real limiting resource. I would however suggest allowing players to specialise cities more by letting them build multiples of some financial or knowledge buildings.
Of course we haven't seen any fallen faces /bodies /hair yet. Though I would also like to know if they are holding some back from the Beta or if these are just about all the final parts for humans, not that I really mind that much if they are.
It may well be related to a memory leak if it consistantly happens after a certain number of turns which would then vary according to the amount of memory on the machine you ran it on.
I imagine there will be sliders or options for random world generation as in GCII, so you will be able to choose how common fertile land or, other resources are. I also epect that when placing players on the map at the start of a game there will be some checks to ensure the start positions are not too unfair.
[quote]have been really enjoying customizing my cities so far - maybe you could do a poll to check who is for[/quote] I don't think every dicision can be made by a poll and I don't think that their are going to be less city improvements, just less endless spamming of the same improvement. That should be good news for you as it means that you get to build more interesting cities. From my own experience I found city building to be fun but did get sick of being constrained by hav
[quote who="Bellack" reply="189" id="2654819"] Quoting Eldorad, reply 38 Quoting Sanati, reply 18 I know you can't please everyone, but I'm disappointed in the city change. I think most of the complaints about the current system are from people who don't really understand the food system or aren't researching the housing upgrades. You only need like 10-12 villas to max a city right now, and gardens are optional if you just go out and lo
Out of interest has there been any word on when 2A will be with us? Tonight? Tomorrow? Friday? Just wondering, looking forward to having a custom soverign again and seeing how the cities grow with the housing and food changes.
[quote]be towns or smaller cities, but you got the picture.[/quote] I don't think they are talking about capping city numbers just that because of resources growing a lot of large cities will be hard. Also unlike CIV cities don't take up one map square a large city can be pretty big on the map. The way I see it you are probably going to end up with 3 - 5 big cities and a couple of dozen small towns and villages over the course of a long game on a big map. The impressio
I think it's likley to be world altering magic e.g. making land fertile, lowering and rasing that will need shards and or essence, short effect combat spells probably less. I'm interested to see what they do with the empires to balance things. Also waiting for news of 2A, I think reducing house spam is certainly a good idea so it sounds like some positive changes. I think they are holding back on spells because they don't want to give too much away in the beta effects