there's a "fix" coming that should make it more apparent that these techs can be researched multiple times
Kestral2040
we just added a loading screen tip about the hotbar and how to use it, it will probably get mentioned in an advanced game concept section as well... when re-recording the tutorial videos we considered adding a note to the combat video, however, we want to keep those very tight and it's not NEEDED to function in tactical. Every little bit we add to those videos makes it less likely people will stick through for the whole of them. As a side note I would like to have a place we can s
we are looking into this, those who have been around a while will remember that purple and orange were once the colors of Capitar and Umber, who no longer have pre-made Sovereigns... Thus we (kind of?) have more options for the time being, it just had never been re-investigated
ok an update, the dragon quest bug was a typo in XML :) getting fixed, also the issues with natural leader from the OP is that he just defeated Krax in his game and when their Sovereign joined him he came with the "Cruel" trait... which increases recruit costs by 50%. Natural Leader doesn't actually make your recruit costs 0, it reduces them by 100%, however, in cases like this the %'s are added (subtracted) from one another, thus he's now paying 50% recruit cost.
getting fixed, thx
[quote who="Gaunathor" reply="3" id="3242169"] Quoting Nakisisa, reply 26. I could still recruit the hero it just cost me money. Weird, I couldn't, last time I tried it. Still, it's a bug. Quoting Nakisisa, reply 2In the Dragon Eye quest I fought two dragons the Ashwake Dragon and one other. Ihe Ashwake dragon being immune to fire took longer to kill as the sorceresses only did minimal damage. Thanks. I wanted to make sure, that I'm not the only one with
noted, should be coming in the future :)
We had been waiting to update Improvement descriptions until late in the cycle to avoid having to do them multiple times... that being said, I just updated them (for post .981) so if you see any messed up one after 0.981 please let me know.
can you do me a favor? what OS are you using? Also, if you go to your fonts can you check that you have Segoe installed? If you do, double click on it and see if Segoe Semi Bold is in there too thanks
I am able to build markets in towns... you have to have selected the town specialization and have the trading research... It no longer is a Merchant upgrade, but it built for me fine. Anyone else having issues?
yea, this stuff isn't where we want it, will be adjusted :)
thanks for the more specific case, I'll make sure it gets looked at
yea, this (along with a bunch of other tweaks to the tutorial) is slated to be fixed before release. I've been warming up my pipes in anticipation ;)
thanks, I put it on the list
I'll forward your feedback through the channels ;)
you mean the unit selection noise?
thanks, on the list now :)
yea it's a known issue on our list, thanks!
Yea it's a Varda issue, fixed for the next patch
fixed for the next patch
looking into a fix for this..
yea, it's because the system cant find a valid contiguous spot to place improvements in that city... In the first example if you actually complete the iron mine I would bet it will then let you build improvements (spawning them on the other side of the mine). I personally would like for the spacing of dropping improvements around your city to not be something you need to worry about but it may be something out of our control for release. I'll see what can be done.
Yea, this is a known issue that's in the bug list. I've observed it mainly with auto-cast spells at the start of combat, but it would make sense that it's just any spell going off that has its own entry in the initiative queue. Should be fixed soon.
While there are tie ins between the campaign for WoM and FE plot wise it's not something that cant stand on its own. You wont be missing out on anything big in the FE campaign by not playing the WoM campaign.
[quote who="cardinaldirection" reply="7" id="3236840"] Is this really a bug, or an oversight in game mechanics and UI design? What exactly is there to fix, other than providing a way for multiple units and armies on a tile to be managed? It is quite possible for an army to contain multiple champions or none at all. If multiples, how does the game decide which is leader? Ensuring that a quest can be completed by any army containing a leader regardless of its troop