[quote who="FuzzyGold" reply="31" id="3354131"] The bottom line for this game is for it to make a profit. If newbies find it too tedious, it will not sell.[/quote] Oh, please! If you don't want to think while playing a strategy game then maybe you need to go back to playing Donkey Kong.
mqpiffle
Ummm...you can't really nerf a whole game (or can you?) But I digress...
If you set up a map with dense AI factions you will probably not level as much as you would on a map with more space. I'm playing on a medium map with 5 AI factions and normal/balanced everything else. About 250 turns in my sov is level 15 and I have other heroes approaching level 10. @OP: Yes, relatively you get very little XP from AI units. Maybe too little.
They removed the Cruel trait from Karavox and gave it to Kulan.
Yes it works. I'll have a new version coming out when LH hits which also changes Kraxis color to Dark Gray so it doesn't clash with Umber.
[quote who="OliverFA_306" reply="109" id="3353348"]There is an important factor which is being fun.[/quote] And having a bunch of OP heroes running around with no concern for trained troops would be fun? I personally think not. We have been through all of this in the FE beta. There are really good reasons these things are the way they are. If you don't want to accept it that's fine (it is your opinion after all) but what's being asked of this thre
The new mount mechanics are much appreciated. Leave it as is for now.
[quote who="Burress" reply="104" id="3353313"]I highly doubt the developers themselves would claim that. From what I have gathered from dev journals ect., Stardock does not have a large dedicated play-testing department.[/quote] Trust me, Stardock is getting input (that we are not necessarily privy to) from very high level strategy gamers out there who are overall providing much better game play and balance feedback than what they can get from these forums. Just look at the stra
Altering the xp gains in ElementalDefs is indeed very easy. Altering the trait trees would not be so easy, but can be done with about 6-10 hrs worth of work if you know what you're going for and develop a good plan. The point I'm trying to make is that the game is balanced in terms of certain design decisions the developers have made over the past few years. Altering something so crucial as champion xp splitting at this point would unbalance the entire
[quote who="cwg9" reply="96" id="3353256"] such as increase world XP availability, reducing hero level scaling, or shortening their skill trees so there is a better match with the amount of points we actually get to spend.[/quote] The thing is, all of these can be done very easily with modding. The game is balanced in the eyes of the developers. For those that want a different experience (no pun intended) you'll have to open up the xml and change a few numbers
[quote who="Chaosti" reply="94" id="3352934"]First, I'm finding the main issue to be unrest and large nations.[/quote] You can mitigate unrest with champions, spells, resources, and city level-ups, among other things.
As long as the unit ends it's turn on the city, it ought to be auto-stationed before the next AI turn begins.
I saw this in .85 a few times as well.
Strange lines appearing under the techs, and when the tech tree is moved around the lines flicker.
[quote who="Galactic_Hunter" reply="27" id="3351652"]I think this is because they would have to have new animations for it, which is too much work.[/quote] That's exactly the issue, and that's exactly why I call it laziness.
The exception to my OP is that the unit will still carry out melee attacks, just not special abilities, ranged attacks, or spell casting (which are all really the same thing.)
To the OP - it's called a risk/reward decision. Champions are powerful entities and need to be treated as such.
[quote]Removed the Bonus Dodge and Bonus Dodge vs Ranged from Mounts[/quote] Thank you!!!!!!!!!!!!!!!!!
When a tactical AI unit has its moves reduced to zero (a la Web), the AI wrongly skips the unit's turn even though there may be relevant actions it could perform like using a bow, spell, or skill. This bug has been around since FE, and it can be abused in certain circumstances.
"Haggling" as a general level up trait would be spectacular.
Looks like they adjusted some of the loot drops for .87 .
Now healers just need a turn undead or damage undead spell at Life 3, and move shrink to death magic.
Same thing happens if you cast haste late in a battle. Multiple turns in a row because the calculation is horked.
Screw that. Just give me crafting so we can get over this whole 'unlocking items through the tech tree' business. But I agree we need more magical stuff from the magic tree for now.
I've been calling for changes to mounts since the FE beta. Horses should get reduced dodge and attack if they start their turn in melee range of another unit, and should not get the dodge vs ranged bonus at all. Horses, if anything, should have an increased propensity to 'go prone.' I 100% disagree with the +100% Prone Avoidance, imo this is silliness and laziness all rolled into one (sorry Derek.) Each horse unit should cost more t