Gah, why Umber so unpopular? 3%? I blame Kulan, worst Sov in the game and he has stupid hair. Redo him into something that makes sense. (Not a high Dext, low Int mage/warrior.) *Updated my urxen post
Stupidity10
Good idea! There is already spidersilk boots by the way (+dex / No Prone).
[quote who="Polistes" reply="93" id="3107062"]Its probably because they don't know HOW to make them great. Currently there is not enough to go on with faction back story or elemental lore in general, and gameplay wise they all play and look similar. Diplomacy and relations between the factions are also very poor, with the exception of Kraxis whom are reported to be traitorous. So other than that its another "blank data point".[/quote] Fair point, in my post I mostly talk about my
Strange lack of people talking about their favourite faction and how to make them great. Strange because there is like 10 posts just about that. Instead everyone is obsessing over Frogboys fun little picture, which I assume has no real impact on the game at all.
[quote who="DsRaider" reply="20" id="3106364"]I would like to see the factions divided between tall and wide like in Civ5. Tall factions are good at building a few populous cities while wide factions get a bonus to having lots of cities. This adds some variety to map, because not every faction would be spamming cities and the largest faction wouldn't necessarily be the toughest. I would also like to see less % bonuses for faction traits. Instead look at the faction traits in g
Umber: A populous and Migratory people, they served under the most cunning of the titans who controlled the most land. Have highest dexterity. The urxen should be good at expanding and growing their cities, this combined with their history of betrayal and their savage nature should give them poor diplomacy. They should be aggressive and savage, with more in common with their beasts than their neighbours. They should however respect strength. For all thier savagery the Urxen should hav
I also play Umber but have to say they get the worst Sov in the game. His description is that he is a well rounded character but elemental is not a game that rewards well roundedness. You either try for warrior or mage you cant be both well ass every Int/Mage trait is less Str/Warrior traits. Also as Umber is the highest dexterity race could you please make Dexterity a balanced trait and Assasins more than a joke path. Really he shouldn't be a warrior/mage champion but an
[quote]the actual play style of factions could be made more unique more efficiently by giving factions better and more powerful traits that allow them to implement unique strategies.[/quote] This. The current differences in factions really do seem like nice background bonuses and not something that affects actual strategy or playstyle. Some good ideas in OP One aspect of factions that could use a little spicing up is the sats and special abilities of units/champions. F
[quote who="joasoze" reply="3" id="3104949"]Magical arrows that always avoid dodge [/quote] Magical arrows is a great idea, never even occured to me for some reason. Probably should just increase accuracy though and to balance most items shouldn't be usable by archers. [quote who="joasoze" reply="3" id="3104949"]Make the crystal weapons different[/quote] Crystal weapons? Everything magical costs crystal.
I propose that enchanted weapons/armor should require both magical and military tech, however they should have their own path in the magical tree so that the rest of the magical tree doesn't require them. You should be able to research robes/staves/spells/crystals/mana without having to research military tech but their should be a reward for researching both. Some magic/civilization and civ/warfare techs added would be nice too. Oh and currently units will not upgrade into
Considering it's impossible to get envoker without path of the mage I would hope so and I am sure my dmg spells increased in power as my mages have leveled. Without checking actual code I am as sure as I can be that it stacks. I will also take this opportunity to mention how I Loathe evoker and how it is the actual least fun/balanced method of calculating spell damage I can imagine.
[quote who="DsRaider" reply="2" id="3103051"]Exists already. [/quote] This Dont feel bad, it must be pretty hard to tell because I also recommended they add it in one of my posts
Pandemonium is a good spell because it ignores resistance like all mass spells. Chaos isn't really worth casting however as its one of the very few spells you actually need to pass resistsance to hit and only has meh dmg and curses anyway. Having both chaos and pandemonium feels like uninspired filler to me, especially since water lacks any really interesting spells. Replacing chaos with a drowning or icebolt spell (or almost anything) would be much better.
Ive used up 400 mana and still not gotten through a spot that looked easy. Obviously there is some sort of unexplained trick to it. Make it cost 100 and affect a 2x2 area. Oh and there has been at least 2 other topics about this.
[quote who="Lord Xia" reply="4" id="3102723"]The staffs that do ranged damage is fine, its the magic staffs that do melee damage thats worthless to me.[/quote] Except that their just elemental dmg bows, none of them help with spellcasting or powerup in the hands of a mage. They would be just as useful in the hands of an assasin or warrior stack/champion.
[quote who="enoeraew37" reply="42" id="3102706"]% chance per season for any unit stationed in city to get minor negative trait (like when champs fall in battle)[/quote] This actually gave me an idea Hospital +2 health regeneration for garrisoned units 10% chance to remove a negative trait from a champion per turn Brothels would really spice up the dynasty system if we still had it.....
I agree, there arn't enough dmg spells in other schools. Most schools have only 1 medicore dmg spell. Only wind and fire have mutiple accessible dmg spells. Earth: Shockwave Death: Drain Life Water: Blizzard Also ive been saying forever that the current system of staffs dealing melee is rediculous. For example the staff of banishing, perfect for when your mage hero needs to bash an elemental to death, otherwise useless. All staffs should either be ranged an
If skaths are made a mount than id like to see their resource only spawn in swamps. For stats they should decrease encumbrance even more than horses, add a def or hp bonus and not increase movement. Also allow them to move through rivers and swamps without penalty.
Excellent and thoughtful OP [e digicons]k1[/e] I agree that too many buildings have maintinance costs for meh bonuses and would love to see some better buildings with costs of metal/mana/crystal, as well as more items in shops from unique buildings There is some underused aspects of city building I would like to see expanded as well, such as bonuses from terrain. The starting location bonus should not be 1 building that is immediatly available. Skath P
3 turn is really just unusable. The idea of a spell that just kills everything in an area after 3 turns is horrible. Even the spells that make you wait 2 turns feel clunky and unfun (not to mention glitchy). Do not justify a spell with the horrible impulsive trait that really needs to be nerfed/removed. It should be an assasin trait only.
Having just a long term bonus will make for a boring start, all specializations should affect play style right off the start of the game. Just decreasing wages or increasing Exp long term is meh and will never be balanced with warlocks or summoners who get a fast start and a steady boost. Also there is no good reason for specializations to be limited to one bonus, they should all give multiple bonuses like summoner. Warlord should start with a basic spearmen and reduc
[quote] have found that they like to come out of their den, usually to attack me when I end my turn too close. After that their treasure is exposed and free to take as they rarely move back on top of it. This seems like a bad idea for them to move at all.[/quote] This [quote]On the same note it is a little disapointing that when I clear out my territory of monsters that more aren't showing up. How am I supposed to level up my champions?[/quote] This [quote]
[quote who="Tasunke" reply="106" id="3100552"]Perhaps it could add more bonuses in the late game? Around the time where the crystal becomes more important than the research bonus? Maybe in the form of extra 'religious' weapons and armor available for Heroes through the shop.[/quote] This + you should get techs that increase the amount of crystal you earn.
[quote who="Manii Names" reply="2" id="3100467"]Hunter: + 25 % attack against beasts > It should increase the attack by 25 % against non-humanoids (beasts, elementals, dragons, ...).[/quote] +25% dmg vs beasts. No movement penalty moving though forests. Now that's an interesting trait [quote]Warlock: + 50 % spell damage > It should increase the spell damage by 25 %.[/quote] Agree, Evoker should also be nerfed to like 20% and give an extr
A part of the problem I think is how few technologies we have and how they and the game are paced. It seems too easy to just grab earlier techs when they only take 2-5 seasons. I don't work my way down paths on the tech trees so much as the entire trees themselves. Il grab the more useful lv3 techs then just all the lv2's. Then the more useful 4's. Then all lv3's ect ect ect. It should take longer too research earlier technology and there should be more branches instead