Really enjoyed the email. I echo the stuff that everybody else said, it reads like it was written by a real person, and it has interesting stuff I wouldn't know about otherwise. The Nitrous Engine stuff sounds very cool, for example. It may be a bit geeky, but I love that stuff. I'm a geek. And there is definitely something to be said for standing out from the crowd and giving people what a slick marketing campaign could never give them. What I like about Stardock is that independent
merlinme
Has anyone got any feedback yet? I'm considering buying it. I thought Fallen Enchantress and Legendary Heroes were great. I thought Sorcerer King was... ok. As everyone has previously noted, the endgame was too grindy and too samey (although I did get some interesting results by setting the Armageddon Clock on Fast, which forced me to change my game style). How different is Rivals from the base game? Is it more fun? Is there more variety? Is the end game better? Have they reduced
It's a shame if it tanked. There are some interesting ideas there, and it's fun to play in parts, but I'd have to agree it isn't as fun to play as Legendary Heroes, and some of the design choices are a bit odd. The strangest thing for me is to make things simpler and then to come up with the most mind-bogglingly complicated crafting system I've ever seen, especially for making basic equipment for your normal troops. I'm not sure if simpler was necessarily the w
Completed my first game on 1.4. Played as the Tinkerer, Difficulty Hard, Land Size Medium, Shards Common, Rivals Insane Difficulty. I accepted the rivals I was given, but when I just tried to start a new game I couldn't seem to change them. Is this expected? I enjoyed the game, the Doomsday Clock is now a genuine threat, which is good. I built a couple of Destiny's Flames, cast the spell to reduce Doomsday, was generally a good guy and had allies reduce Doomsday when they coul
Further bug list: Correction to my report re: Falling Star above, it's actually a Sovereign skill pick rather than a researched spell which was giving the misleading text. Screen shot of Ray of Judgement giving positive Defense modifier: 6) Wretched Armor seems to be giving +999 spell resistance rather than Defense. I'm not 100
I had this too. I think the workaround I used was to buy everything the Bazaar had. Essentially the problem is that there is not a "No thanks, I don't want to buy anything" option.
Thanks guys, really appreciate the ongoing support. I assume you've seen my bug reports in the 1.2 release thread? The biggest one is: 1) "Nightmare" does not seem to be working (if you fail resistance and get Nightmare you do not seem to lose a turn). This is quite a big deal, as not only does it make one of the Warlord's late skill pick "Nightmare Howl" completely useless, it also makes Harbingers much less dangerous as "Nightmare" does nothing. Other things I've
I agree the way to go is more roleplaying, that's what makes this game different and fun compared to all the other 4X out there. More victory conditions are cool. I like the idea that there could be conditions which are only available to certain sovereigns, however I think it could work even better if it reflected how you'd been roleplaying. So in other words, there would be extra conditions which only become available if you've got a high Wisdom: follow a quest which allo
It's a very good 1.0 release. I think it was an excellent idea to use the basic FE:LH setup and mechanics as a basis for a new fun game. There are a few irritating bugs, but I think that's just the way the industry is these days. All the bugs I can think of should be easy to fix, they're to do with errors in how a particular spell is coded rather than gaping holes in the mechanics or the AI. I look forward to them being fixed by 1.3, and maybe fleshing out some underdeveloped part
A lot of good ideas here. I think the most important thing to emphasise is that SK is an ok 4X game, what makes it fun is the roleplaying element and the quests and so on. The 4X side of it could be polished a bit perhaps, but I think most post-release effort should be put into making the roleplaying element richer, more quests, more effects of your choices, etc. I agree more ways to win might be fun. Perhaps there could be quest endings which are only available under certain conditio
1) Some of the names of recipes which you find are missing. This is not the end of the world as you can look to see what's New to make, but it is a bit annoying. I think "Aspect of Lightning" is an example. 2) Curse scrolls seem to have a range of one, which is a bit strange. Is this deliberate? 3) The strategic tooltip and the tactical tooltip for "Dark Spread" are inconsistent. I think one says "10 damage + 1 per level", the other says "12 damage + 2 per level"; which on
Just completed my game. 1) Sorcerer King should surely put you on 5 perceived threat when you unlock the gate to his stronghold. 2) Sorcerer King garrisons should be more aggressive, especially on higher difficulty levels and and higher perceived threat levels. E.g. If garrison is in your territory and playing on Hard difficulty level (or perceived threat is 3 or above) then only leave one army on the garrison, have remaining armies become mobile and attack your nearest army/
It's not clear to me how Auto-Equip works, the equipment selection seems to be slightly random. There does need to be some way of simplifying this for newly built units, but it would be more useful if there were extra options: 1) Best equipment available, i.e. take highest defense item in each armor slot, as many accessories as possible 2) Best armor available, i.e. highest defense item in each armor slot 3) Worst armor available, i.e. fill each armor slot but with
1) I managed to get a screenshot of my hero with Maul with the Hit chance showing -36% (the previous hit which succeeded was negative): 2) "Blinding Strike" Warrior Skill states that it reduces Accuracy and Dodge. It currently only seems to reduce Accuracy. 3) As well as Summon Wisp not giving healing
1) Wretched Armour seemed to have no effect in my battle. I had one hero against a Trog Archer, after Wretched Armour was cast the Trog's Defense did not seem to go up, and it seemed to have no effect on the damage I was doing with my bow. 2) Summon Wisp does not seem to be giving +8 HP to surrounding units. 3) The XP for an automatically resolved Overwhelming Victory seems to be much higher than if you fight the battle. Examples: Victory, took some
1) The problematic minor faction quests can now be progressed by clicking an "Ok" button. This wasn't entirely what I was expecting (I don't seem to get any rewards) but at least the game doesn't hang now, and as I understand it this will resolve when I finish my current game. 2) Something strange seems to be happening with Maul (which has been changed according to the release notes). I have a hero with Maul, and if I hover over the enemy unit he's attacking I can watc
I'll opt-in and give it a try over the weekend, thanks.
Avenger should be a sword (in the absence of spears or lances), Boglord might as well be an axe (so there is more than one hero who can equip axes). I've not seen Ifris the Engulfed; what does his skill tree look like? I assume he's not an obvious ranged or magic wielding hero? In which case currently the only two melee options are swords or axes. Swords are generally better than axes, but having said that, even being only able to use axes would be better than not able to equip anythi
[quote]Older save games will no longer get stuck on minor faction quests screens [/quote] Thank you! I will test over the weekend and let you know how it goes.
I'm not sure whether it's "swappable" or not which is the issue at the moment. What I do know is that Silindros the Avenger can only equip bows in my current game. And his skill tree allows him to acquire an extra counter-attack... which is useless if using a ranged weapon. His entire skill tree seems themed around hitting people with melee weapons (e.g. flank attack, charge), but he currently cannot equip a melee weapon. And that does seem rather odd.
Great, thanks for the update. I'll look forward to the fix.
I'm beginning to think there's something about the way I'm playing the game that is stopping me from completing minor faction quests, as I have yet another example with no dialogue options (see below). I think that's four now, two for Pariden, one for the Ice Lords, one for the Frozen Realm. This one makes slightly more sense as it's a quest for the Frozen Realm, and it's specifically to commit a prank against another faction, the Yeti (Ice Lords). I have quite
Tried it again this evening from a different save game. Quest regenerated, I made the artifact, took it to the outpost, exactly the same thing.
This does seem rather under-developed at the moment. I have both Silindros the Avenger and Slough the Boglord in my current game. Silindros is clearly intended as a melee character but can't equip any melee weapons. The only weapons I've found which he can use are bows, and not all bows. I'm not quite sure why he can use some bows but not others. Is he allowed to use bows which are not considered magical? Also, with the weapons as they currently a
After making the artifact and taking it to the Pariden outpost as requested, I get stuck at the following dialogue screen which has no dialogue options for me to progress, hanging the game.