[quote who="CdrRogdan" reply="16" id="3061576"]Personally I find it annoying to have to wander back through my own territory to clear out enemies that have managed to spawn in the cracks of the unrevealed map.[/quote] This is exactly my point, you shouldn't be "wandering back" to defend your own territory, you should have defenses in place already to deal with this specific threat. You don't need champions or sovs to beat monsters, you can send the local garrison out to deal w
Sanati
Really hurts death mages since it's their only base long range damage spell.
A good one is the "Spellstaff" which is +10 spell mastery, +1 mana per turn, and +25% spell damage, also has the other basic staff stats. I think there's at least one in every game equipped on champions.
So I finally got up the nerve to fight the boss of the Burning Lands wildlands, entered combat and... he wasn't there. There were many, many stacks of fire elementals and fire worms, and no boss. I killed them all and the after battle report said I killed the boss too and I got the reward. I'm guessing he had too many units attached to him and the game only let some of them in, before I fought him I checked and there were two full pages of units, 18 of them, which I'm guessing is
When you finish the second stage of the coliseum you have the option to spare the guy and have him join you, but he doesn't join as a champion he joins as a standard unit with no equipment.
[quote who="Omnax1" reply="4" id="3061280"]Yes, but that is what makes game interesting. You explore, expand, till you can. And then go to war with AI with what you have got. You do not run Q forever, you do not clean monster lairs forever. That what makes every game unique and different, that you do not have everything.[/quote] It's not about doing the quests forever or cleaning lairs forever, it's about those aspects of the game always being present, where the borders of you
From what I read the point of FE is that you are dealing with both the environment and the other players, with a heavy emphasis on the environment. That's supposed to be what separates it from WoM. The environment stops being a threat once you spend a few turns clearing your little corner of the world out, then it's just WoM all over gain.
Lairs don't appear to ever respawn. After a few dozen turns on even a large map with a lot of AI players the entire "player vs. the wild" concept disappears. A wildlands area might still exist if you can find it (they are too rare) but it will probably be on the other side of the map across 5 AI's territory. Lairs should be constantly respawning (much faster if they already are) and monsters from wildlands should eventually move out and start invading people and perhaps building more
There are such staves, as well as other weapons with magic oriented attributes, it's just the RNG at work for you giving you poison daggers instead. Initiative is awesome on everyone anyway.
I'm getting tired of other factions walking right up next to my cities with pioneers and building outposts to claim resources that were well inside my influence. My own influence usually just pushes theirs away, but then I end up with another player's outpost inside my city since I have to stretch my spider city around it to encompass said resources.
[quote who="Soziele" reply="1" id="3060629"]I disagree with most of this. I've found that Champions are on the overpowered side, a group of them mid-game with good leveling and gear (specifically enchanted/magical equipment) can sweep the map. The fact that you are seeing the same problem from the other side shows that it's actually pretty balanced and both of these examples are just strategies that work well rather than a balance problem.[/quote] The more I play t
You couldn't preorder on the Stardock.com Store because it didn't exist until long after WoM was released. Edit: Impulse no longer exists, it's now just called GameStop.
[quote who="Werewindlefr" reply="37" id="3060719"] Level 10, I can kill dragons in 2 blows with my main hero. And after looking at the sort of weapons there are in this game... well, let's say it can get MUCH worse. Medium/High level wildland creatures are really underpowered. They stop being scary after 100 turns/level 8. They become a chore at that point. Also, high-end weapons need a small nerf.[/quote] I'm not sure you are playing the same game a
FYI I've found it fairly easy to find potions that remove injury traits so the idea of balancing champions by giving them injuries when they fall in victorious combat is sort of moot. You just wait until those traits become a problem then chug a potion.
I would have to agree with most posters here. I feel forced to make snakelike cities everywhere to either connect resources so they can be defended properly or attempt to create a "wall" between impassable terrain. I think all (or almost all) current buildings should be sucked into the main city tile, but I don't think the buildable structures idea has to be totally scrapped. They could add a new type of building that works directly off the terrain where applicable that has to be built wi
I don't think anything needs to be nerfed (except maybe fireball), the AI just needs to become more intelligent about leveling and preserving their units. I don't think I've seen the AI ever running around with a level 3+ normal unit because they don't seem to care about letting them die in combat. They don't seem to be programmed to farm exp like players, so their armies are always stupidly weak. Our units/champions aren't too strong, theirs are too weak, they have th
Most tiles on a map have no yields, that is straight from Brad in another thread somewhere. Edit: https://forums.elementalgame.com/415319
Spell damage isn't listed on the stats page for whatever reason. There are however many talents/perks that add +25-50% spell damage, and some equipment that does as well. There's not really any difference between melee and spell damage, for melee damage you pick +strength talents and gear, for spell damage you pick +spell damage talents and gear. The fact that it's not int talents doesn't really change the fact that you can still significantly boost damage through tale
There are no tiles with 1 in either grain or material anywhere on the map. There are 2/2 (and some times 2/3 or 3/2) tiles out by themselves in the middle of nowhere surrounded by zero yield tiles. So 2/2 has to be the base, and any aggregate has to be very small and terrain specific because otherwise most river tiles would be 6/6 for example. Every single tile along every river is at least 4/2, so every tile along that river has a base yield of some sort, yet 4/2 with a 2/2 base means they a
I'd rather not have that, especially since most of the time you need to pass items off to other characters anyway. Get a new item you go to the trade window and trade+equip to who you want it on. I don't want to auto-equip an ugly helm or leather cuirass that does nothing for my spell caster just because they have nothing in that slot yet.
That would be more confusing because people will think they are getting another 150% spell damage on top of the +150% they think they already have. If every upgrade is +50% there's no question at all that it's adding 50% more damage. They wouldn't give you a trait that does nothing, so there's no question that it stacks. Once you already get the trait though you should be able to hover over the icon on the left and see the combined stats of all the stacked traits in th
That doesn't work either. Tiles would have to have a min yield of 2/2 which could then be increased by like 0.25 based on the terrain around it, IE +0.25 materials for forest tiles, +0.25 grain for plains, but then there would be a smoother transition in yields from one terrain type to the next instead of sharp jumps. Like 4/2 along a river then one tile out it's 2/2 or 2/3.
[quote who="Kestral2040" reply="16" id="3059725"] yes, this is how it works... I would think of it as two different things, each tile has an individual yield that if based on the terrain (or resource) in that tile. In addition the tile has an aggregate yield that is the sum of the individual yields from the 8 tiles surrounding it. This aggregate yield (the sum of the tiles around the one you found on) is what is displayed and dictates your city yields.[/quote] I really don&
I disagree. Just because you are ignoring normal units and beating easy opponents doesn't mean champions are too powerful. Don't forget that normal units level too, and all their gains are multiplied by the size of their stack. Traits that increase their base con and str, and magic rings that add elemental damage can be ridiculously deadly when you multiply it by 5. My first game I played around with just champions, I had 4 of them and my most powerful one was a magic user throwing fi
[quote who="Nerhesi" reply="9" id="3059913"]And very weak late and mid game as has been said.[/quote] Huh? I've had fireballs hit 5 stacks for 300 damage each. Magic doesn't need any help, though some spells need to be looked at (thunderstrike or whatever the lightning teleport AoE spell is does absolute crap damage).