thimon2k

thimon2k

Joined Member # 4242091
1 Posts 15 Replies 14,135 Reputation

Regarding Beta 5 Will we see revised skill trees for the remaining sovereigns (guardians, priest, commander, tyrant, wizard) and their heroes. I still think that ex. Varda is kind of weak compared to Drogon.Likeweise with Peregrin (although I havent tried him since Beta 2). Will we also see revised spell description, effect and cost. I still do not understand why Fallen Star cost 150 mana (and this is an increase from Beta 3, 134 mana). I mean it

8 Replies 49,445 Views

Suggestion for the Crafting screen UI. I think you should remove the category "Fully enchanted items" and just leave the items under their wielders. The enchanted items could be represented with small dots/icons coloured depending on the enchantment. Red dot for attack, blue for defense, green for misc. etc. For example an item with thre enchantment would have the name under the wielder and next to the name would be 3 blue dots, representing 3 +defense enchantment. Further the slots b

16 Replies 39,435 Views

[quote who="a0152570" reply="4" id="3522201"] Quoting NaytchSG, reply 3 So love the spell randomization part of this game. It does make you think. I hate it when i se 2 spell i really want, forced to pick one, and the other never shows up again. Might have something to do with the spell book category getting ful

14 Replies 14,147 Views

Beta4HF1: In my games as a Tinker, I got two appearances of Pikeman. One with 10 attack and 33 health (3 man group), while the other Pikeman was 11 attack and 18 health. Only built the first one though, so does not really know if the last one is a single man unit.

10 Replies 9,030 Views

Another annoying bug: Allies block your roads and your units cannot move past these idiots. Next time I just might consider annihilating them instead of allying, because the allied units (swamp warriers, Imperium, dwarfes etc.) just won't move off MY roads. Hence my units have to move off the road into the wild forests and past the allies and then onto the road again. At least in FE and LH you did not have this problem. Arrrgghhh. The place road spell has been a life

10 Replies 9,030 Views

#9 Yep, i tried to move one tile at a time. And yes the path finding is ridicolous as now you cannot move past your allies, and your allies wont get the F' off MY road, so I must move my units into the wild and then back onto the road. F' allies - get away from MY roads and go kick spank SK instead of annoying me. I can see that a0152

18 Replies 32,869 Views

The games I experienced the problems in were all started after beta 4. One was started before the hotfix for beta 4, which might explain some of the crashes. The other game was started after the hotfix. Regarding the move-bug, the units still have moves left. They simply refuse to move. Do you at Stardock not pay your hired staff enough money for them not to strike? ;) I even tried to press spacebar/pass button in order to skip this unit and get to the nex

18 Replies 32,869 Views

I have not played that many games with Beta 4 though. I do not know what triggers "the unit not moving". I can select the units, the controls works etc. but the units refuse to move. I may need to sign some working contracts :) I have also experienced crash to desktop. One time it just stalled and another time it went directly to the desktop without the "I crash now"-windows box. I am not sure what happened. I do not have that much time to play games, but will try

18 Replies 32,869 Views

Sry to open this post again. I have twice now experienced at some point in my game, the units refuse to move. I can select them etc., but they refuse to move. It does not help letting them pass as the Shafer button still see them as needing to move. The solution is to exit the game (and remember to kill the process in the Task List too) and load. Has other experienced this? I also had a couple of crash to desktop, but cannot really pinpoint t

18 Replies 32,869 Views

I have played the Tinker a few times now. I have noticed that Drogons experiences a drop in attack after he has chosen the Beast-skill. The beast substracts 50% from his attack. If he normally would have 10 attack, the Beast-skill substracts 5 from the attack - with a final attack value of 5. I do not hope this is working as intended. Further the Tinker's skill tree is very nice. However the skills that provide extra spells to be cast on items do not work. I started

5 Replies 9,057 Views

From the last SK stream I think they wanted suggestions on how to improve the sovereigns ability so it is a no-brainer choosing this. Tyrant has coercion, which I think is a very nice ability. I think the Hypnotism is ok, but maybe it could be switched with some kind of scrying pool-building. After all he is the Wizard, he should probably know how to channel some of the essence/mana/power from other cities to this one city with the scrying pool. The

5 Replies 7,917 Views

Have anyone played the Priest and experienced that you did not get the Scoundrel Hero, when choosing the appropriate skill? And besides the SK stream wants suggestions for the Priest ability, which is a no brainer aka Tyrants Coercion. I suggest switching the "random stat increase" with the Holy vision from the skill (one of the first choices, which at random times gives you choices of choosing wisdom gift or magic items, as far as I remember) as the Priest shou

1 Replies 30,255 Views

But the Tyrant has the option of casting the Spell of Making (or something like that). Maybe the other sovereigns could have a similar victory condition: - Tinker building an "atomic" bomb device from legendary materials, which can act like a neutron bomb vs. dark creatures e.g. slaying all "dark" creatures with the radiation including the SK. Unfortunately this requires 3 cities at least lvl 6 with the building Tower of Manhatten in order to generate the necessary DUCK

7 Replies 55,840 Views

The battle with the SK takes place on a large battlefield with some rocks to break the flatness of the field. No castles or the like as far as I remember.

36 Replies 331,087 Views

I just finished a game as Tinkerer. Normal magic and difficulty, random map. 1. The sovereign skills given extra (ice) enchanments for your items does not work or at least they did not show up in the crafting section. 2. The crafting section should sort the ingredients into bins e.g. what others have said bin the items and write the number of avaiable items. Clouded topaz = 2 units. Further there is no need to show ingredients with no buff. For example I had a l

13 Replies 39,256 Views

I can see that the Tinkerer has skills that provides extra enchantments for items. Could there be a skill branch providing extra summoning (and summoning support). One of the summoning could be some a (powerfull) genie/warrior/golem aka guardian/bodyguard The wizard should also be able to do the spell of making like the tyrant as an arcane expert. Could some of the skills provide extra powerfull overland spells e.g. worldwide spells affecting the world aka armageddon (sm

2 Replies 4,551 Views

Playing as Wizard and building a Magic Academy, no option for building Battle Mages were given. The battle mages do not show up as part of the options for building units. Please fix this as playing a wizard do seem kind of boring compared to the other sovereigns. And why should Wizard only start with a cast ability of 1 compared to other sovereigns casting ability of 1. At least the wizard should be able to have a cast ability of 2 or preferably more

2 Replies 4,551 Views

Would a skill after the skill with +1 to cast tactical spell be an option placed late in the skill tree be a solution. I mean by the time you reach the later parts of the game you have probably also gained a lot of the skills in the sovereigns skill tree. Hence skill for pointing in the right direction of lieutenants would not be overpowered/misuse. The skill could have different names such as Evil compass for the Tinker, seek evil (displaying po

16 Replies 42,631 Views