AI is terrible at building infrastructure. Villages, Conclaves and Towns all build troops even when fortresses are available. Ive seen newly founded villages produce troops then build buildings that increase food or gildar by %. Few Late game Mage/Archer items and much less Mage items compared to melee. More quests should give options to choose between different artifacts.
Stupidity10
Excellent Patch! A whole bunch of awesomeness! Thanks for making Wildlands more challenging and rewarding! It also awesome that we will get less terrible loot repeats now. The only thing I dont love about this patch is it seems that mages/archers will be getting less items, as a bunch of melee items are added/made more common. Please add some bows and caster staffs. Maybe change some quests so they offer the choice of a mage item. Also please mak
I'd say there's too much initiative and accuracy bonuses and if you do get +3 initiative for an entire army that is OP, especially considering how dominating late game troops are. Warrior/Defender heroes become somewhat useless while the commander keeps getting better. Even just two initiative traits would be good I think but three is too powerful. Why not remove Tactics III and add Maintenance: +attack, Formations: +dodge vs range, Drilling: +critical chance. And for a end game abili
The real question here is why are you building Veteran/Experienced units? Such a UP Trait. A level is pretty negligible bonus and the trait slot is better better spent on almost anything else. Add in slower leveling from that point on and it gets even worse. Very few races get any kind of real bonus from leveling. Maybe make it +2 Levels?
0.85 is looking awesome. Little worried about the auto charging horses. [quote who="Frogboy" reply="162" id="3349769"]The big strategic change, well it should be really noticeable so I won't say other than that it should be significantly harder to walk over the AI on harder levels.[/quote] Please Please let it be that the AI no longer builds troops out of newly built towns (then build bazaars). The AI will never beat me as long as its not building troops out of its Fortre
Its really just horrible how badly recruitable monsters are implemented in the game. With just a few fixes they could make the game so much funner, instead they are a drain on resources and fun! [quote]One of the things I felt let down on is how quickly monsters are exterminated from this fantasy game. They are essentially like the barbarian villages in civilization. They exist early game, are quickly wiped out, and almost never seen again. The rest of the game then c
[quote who="Wizard1200" reply="46" id="3348010"]Hmmm, perhaps focus should be a staff ability and not a spell to make staves for mages more useful.[/quote] I like this a lot. Focus at least should be moved to a trait so that non fire mages can get it. Fire magic is supposed to be damage heavy, not all around better at damage spells. Things like fire magic exclusive focus and volcanic rites should not exist. [quote]The reduced accuracy of units is a good move, but I don't t
Killed the pyre of man and got a rusty gauntlet once. Loot tables do seem really random.
All the changes look good. Happy about mount # reduction and added costs. It says we get less horse but doesn't mention Wargs, are they reduced as well? Upgrade screen is very nice. Its always great to get a pleasant surprise. [quote]Increased the strength of the bandits from the Bandit Lord ability[/quote] Any chance the new bandits are in a group? Would be nice if bandit lords got groups of bandits instead of regular troops when the game starts. [
All the Blood traits have always bugged me as underdeveloped and unbalanced. Umbars + attack in groups over 5 is a ridiculous ability, as even early game its easy to have an army of 5 and that + swarm is a lot of damage. In fact once you have a decent fortress you can just forget about the ability. Basically I think that each race needs a base bonus and a ability that increases per level. Quendar actually fits this as they get fire resistance and the ability to do increasing fire dama
Yes, this seems like a good idea. Would really help balance tactical combat and add a new layer of complexity to tactics and unit/champion design. Rush/charge and cleave/impale is a OP combination, allowing way too much damage first turn. Berserk also seems OP, especially if I can ever get Verga to stop casting wither when I berserk him. One reason I really hate the removal of encumbrance is it simplifying unit design so much (Just get armor trait and add all pieces of armor,
Natures Blessing FTW Many A time I have had 6-8 earth shards, buffed my entire army and attacked shrill lords, dragons or elemental lords. Its always great when they waste turns casting spells at me. So the AI needs to not only recognize 100% immunity but recognize 90% immunity.
[quote] but becomes meaningless as armies become stronger as the game progresses.[/quote] Just like everything else. Always disliked reap, never made much sense to me and was one of those traits that seemed just to exist to force me too waste 3 levels to get something else much better.
Video or it didn't happen But ya its been mentioned a bunch of times that we are now saddled with really stupid former encumbrance items. How does a belt made of gold give splash damage? Or a horse give more damage than riding a wolf?
Blood traits have always bugged me as underdeveloped and unbalanced. Basically I think that each race needs a base bonus and a ability that increases per level. Quendar actually fits this as they get fire resistance and the ability to do increasing fire damage per level. Gilden also is great as they get 1 hp per level and base spell resistance. An example of a blood trait that seems shallow is Altair's experience bonus and rush. Its great to increase levels quickly but the
You have some good points bigduncm24. Your point about how tactical buffs are pointless due to short unit lives is really true. I hope tactical battles become a little longer and not just about using high attack and initiative to one shot armies. Agree on all points Dsraider. My two cents: Mounts are too numerous and easy to equip too units, allowing entirely mounted armies to cross tactical maps. Reduce the amount of mounts we get and add some production or wage cost to them.
[quote who="ampoliros5" reply="1" id="3345013"]He's got Coal Stones, which is not useless.[/quote] Yes it is. Hes lv 5 without a single mage trait, no evoker or spell mastery. Hes lucky to pull of 6 dmg. You'd need to train him to like lv 10 before he can use coal stones effectively, and then that would be the only thing he can do beyond burning touch. As the game stands you really cant afford to level useless heroes.
I agree with almost everything you've said. It seems like only a little work too balance professions as your mostly just changing obviously UP stats. [quote] A +25% bonus to spell damage together with some cool new spell would be far better. For example, how about a spell to buff your spell mastery by 25% for the duration of one combat.[/quote] This is a good idea. Ive always hated warlock, its been OP since implemented. [quote]This is rather weak in comparis
[quote who="N1ghthavvk" reply="4" id="3344972"]I don't think this mediocre wildland should exist if it is possible to be a bad 3/3/3 village.[/quote] Wildlands have been getting no love. The reward for the Imperium is a spell and a 4/4/0 tile to build a city on. Also the rivers in the Imperium turn into plains but still look like rivers when you conquer it. Wildlands should be 9 tile yield at least guaranteed.
Agree totally. No reason a couple of unique resources cant be thrown in the game, id love to see something useful in swamps, coasts and forests. Also the ancient temple could use a boost, a mid game upgrade that increases its research bonus to 2 or 3.
[quote]especially since even a half-decent one requires a large investment in upgrade points.[/quote] Summoning is decent if you go the earth elemental route but any good summoner is worthless at everything else due to the huge Trait point cost. The reason no summoning champions exist is for the same reason, it requires so many traits to do that no champion could ever be worth it, only a pure summoning Sov is good enough. Also the random and limited summons really rea
In my recent game as Umber, I noticed some huge flaws in the AI Capitar beside me. Whenever they built a new city the first tghing they built was a soldier. They wasted ten turns on building a basic troop from a newly settled city, mid game! Once that unit was done the next thing they built was a bazaar (+50% wealth when producing wealth, -25% rush cost). This is not strategically ideal. Capitar had several forts that should have been producing all the troops that the
Game feels much shallower. I end up loading units up with all kinds of items now without worrying about weight. Swordsmen/Hammermen always have shields and we get horrible mishmash of chain and leather because only some pieces have the encumbrance penalties. Races, units, items all feel terrible. Also with strength and muscle giving +attack, damage is once again too high. First strike is more important than ever and with unlimited horses/wargs we can strike first and
[quote who="Lord Reliant" reply="37" id="3344416"]It would be nice if wildland monsters stayed in that zone of control. That would resolve a lot of these problems. Granted, it certainly makes games more challenging if monsters come out of there, but it also creates a LOT of other issues (ending the game prematurely, strange AI issues, trying to locate each rogue monster to fully defeat the wildland, etc.).[/quote] Stardock at least needs to make sure high level mobs (obsidian golems,
[quote]Removed Encumbrance. Instead we have chain mail proficiency and plate mail proficiency that enables the use of those armor types. Defenders get both early on. Warriors get chain early and plate in the middle of their trait tree. Assassins get chain mail in the middle of their trait tree.[/quote] Ugghh. Fine sure, just please do as some have said and at least make heavier armor decrease dodge.