Whats up with the waterfall lake right next to the city? Is it just decorative or does it have a function? Why has no one else asked about it, Is it just so rare that ive never seen one before?
Stupidity10
[quote who="Tasunke" reply="47" id="3111660"]The key aspects that will bring it from a [5.5-6.5] to a [7.5-8.5] or higher will be as following: 1. Meaningful choices (truly unique paths in various stages of the game. Heroes, techs, cities, etc) 2. Unique and Flavorful Factions (Different races that play differently as a HUMAN as well as an AI) 3. Awesome User Interface (better build ques, better road visibility, better army visibility, better unit selection, e
This is good News! Does Int affects more than just single target curse resistance and exp? Are Int/Dex/Str closer to balanced? Are Assasins closer to being playable? These Issues really hold back beta 2
I honestly have no idea if its gonna be good Maybe if we could get a "best of" changelog?
[quote]- It is built (via a spell) by a Champion with Path of the Governor.[/quote] Nice Touch [quote]- It cannot be effectively cast/built within the tile limit of another City (default 8). ie. It will empty the tile, but will not create the outpost.[/quote] If this is on purpose it seems unecessary. TY, will try out
I like the idea of a goods resource but would make it more comprehensive. Instead of just recieving "goods" from buildings (bazzars) and special resources (Spice?) you could add both those things but make most resources have a "goods" value as well. Horses, Grain, Honey, Clay should give some small goods value that would make the nearest city a receive extra gold from caravans. It would be great if you could tax caravans that go through your cities as well. Goods could also have an ef
[quote who="DarkGaldred" reply="44" id="3110865"]high quality troops so that fireball is less of an issue. [/quote] I'd like more buildings like schools that increase the stats of troops. Makes sense that as you build up a magical civilization your citzens become more healthy. Also the big problem with fireball is that Int, the spell resistance stat, only resists single target curses. Hopefully some system of Spell Mass Curse/Dmg resistance is implemented.
Possible Armor System: [Banded Plate]--------[]------------[Plate]---------[]----------------[Master Plate] [Scale]---------[]-----------------------
Not only metal is important but faction strength, Trogg players would want heavy armors as soon as possible because their strength offsets penalties (If Plate is made usable for units), while weaker teams such as Paridan would want later game leather armor so that their low strength units wouldn't be forced to suffer initiative penalties to be competitive.
[quote who="tjashen" reply="33" id="3109335"]A random tome that unlocks some rare tech is fine, but just doing it randomly in the background isn't the same thing. You have to find said tome first, or perhaps negotiate with another kingdom/empire for access to their research.[/quote] Agree 100% [e digicons]k1[/e] Random technologies arn't giving you anything, they are taking things away, Randomly. We already have random technology through quest rewards, this is a fair
With current build 2 seperate queus is unnecessary. If a lot more buildings added than maybe but not as things stand [quote who="Nomorebeef" reply="17" id="3109711"]Whatever happens, I would like to see that things half-built, remain half-built until such time as they are resumed. I wouldn't mind for there to be some time to be lost if a project is on hold overlong. I would just like to pause a build, then come back to finishing it later. [/quote] Good idea <
Only Gildar, Metal, Mana, Crystal really need a +- UI. You could even combine all mounts into a box that only shows wargs ect when you hover over it because # of wargs per turn only changes when you build a warg kennel.
[quote who="Solam" reply="31" id="3109385"]I second that. A real bother checking for mienrals and gold and mana.[/quote] Third
[quote who="tremivenor" reply="4" id="3109189"]e. I don't particularly care if it is a dagger or not, I care about having something in that slot that will later upgrade into the correct weapon type.[/quote] This, i'd also like to see crude bows. [quote who="DsRaider" reply="8" id="3109260"]I would also like to add that we really need some sort of heavy armor choice early game. It's pointless to have different armor types with different weaknesses if it takes half a
Got to lv 5 the fourth turn in one game because there were a single igny and a group of three next to my base.
You sir are both a scholar and a gentleman
[quote who="DarkGaldred" reply="8" id="3108454"]I don't know wether it is even resistable, as my newbie champion didn't have any trouble withering everyone on the map. It makes a huge difference indeed, and I find it a bit too good for the cost. The stacking makes it even worse.[/quote] No mass spells are resistable, hopefully they will fix this
TY Frogboy Good changes to weapons and resources, makes things interesting. Did you get that idea from the forum because it seems framiliar. Any changes to armor/shields to reflect the new weapon abilities?
[quote]I feel that we should start off with a lot more of the basic techs, like some basic armor, weapons, and being able to mine or farm, etc. Starting out with clubs and no armor feels boring. Very boring game to start. I would like techs to increase the quality of the items produced, not introduce them. I can build crude iron plate from early on, it's heavy, slow, but offers fair protection. Techs then improve the types of armor I can build. Maybe my Wraiths never learn plate armor of
I'd remove the dog token and instead turn it into some kinda quest (Return lost dog?). A magic dog token is kinda silly anyway. As for the golem, ive always thought that there should be a quest that upgrades it into a stone golem if you level it enough.
[quote who="Tasunke" reply="4" id="3107789"]I also think the Governor path should enable alternative forms of Experience gain (other than combat)[/quote] Yes, even just sitting in a city should lv governors slowly. As for Traits being too random, ive never had a problem with it, though thats probably just because there is currently so few implemented. The idea that you could work towards a powerful trait has appeal. I'd be happy if they just changed
[quote who="Tasunke" reply="120" id="3107697"]I think Warlord Kulan could be an interesting character as is ... although he could also be re-worked into the Honorable Grand Emperor Kulan of the Kulan dynasty. (political ruler, prestige and administration focus).[/quote] Not really fitting the Umber image of a cunning, migratory, snake worshipping, savage people. [quote who="Tasunke" reply="120" id="3107697"]Kulan as the warlord however ... I think he should have high Intellig
[quote who="KingHobbit" reply="116" id="3107670"]I like Kulan--one of my favorite games was when I played as him.[/quote] Maybe, but he is contradictionary and really only exists because SD knew that the Assasin Sov he should be would be unplayable due to thier terrible implementation of assasins. 1.He is a cruel warlord(already underpowered trait at 10%), so he gains extra exp from champions but has fewer champions than normal. 2.He is described
[quote who="DarkGaldred" reply="4" id="3107620"]It would be ok if we had to rediscover masterwork or quality items, but we have to rediscover peasant levy grade pointy sticks and cowhide leather armor... That does not really qualify for quality craft. I'd rather have basic versions of all this available, and unlock awesomer versions of these, to have more choice in the beginning (and in most of the game anyway, as it will be decided rather early on).[/quote] This! The curr
Lv 5 magic is pretty powerful stuff, I almost never get warriors, (nvm Assasins/defenders) who are as good as magi. I like how champions lv slower but do think that low lv champions you hire should start with more traits. I Agree that there should be some more ways to add new schools to magi charcaters as well as quests that reward unique traits.