here's the new locations of the former combo spells mantle of oceans (life/water) is now at water 3 battlecry (life/air) is now the ultimate ability of the commander tree sunder (air/fire) is now unlocked with the Geomancy trait cloak of thorns (earth/fire) is now part of the abjuration trait soulburning (death/fire) is now in the pyromancy trait nature's call (earth/life) is now at earth 2 syphon strength (earth/death) is now at
Azunai_
judging by the save game the threadstarter provided, i think in this case the proximity to the wildland may have been the problem. i don't know how AI evaluates settling spots, but there may be some function that tells them to not settle too close to a wildland. maybe also with a condition -if faction power is below a certain score, don't settle in dangerous zones [next to wildland, within X tiles of a strong/dangerous lair etc]. i've noticed similar behavior with AI befor
that's probably the wildling city from one of the wildlands. it's failry easy to conquer, so even AI factions can do it (unlike most other wildlands). the viallge has pretty high yields (base yields of the tile plus 3/3/3 or something from the special city hub) but can't specialize, so it probably gains another level every 50 population points (when a normal city grows from village to town/conclave/fortress). the stats seem impressive, but it's really only useful for p
[quote who="emileer" reply="20" id="3363928"] I'd like the city build queue to be easier to rearrange. It seems like I have 7-8 things queued up due to expanding borders around resources, then I suddenly need to train a unit. I still haven't figured out how to move that new unit from the back of the line on page 2 to the beginning without dropping some items from the queue. [/quote] you can use the mouse wheel to swap the pages while "holding" the item with
the thing with monster is, if you ignore their lairs for too long, they eventually upgrade (even on easy settings) and start sending out larger and/or more powerful units. the undead lair probably would have been easy to destroy early, but once it upgrades to a cindercorpse lair and the single undead guys turn into 3 or 4 man units, they become dangerous. also, did that undead army contain a dark wizard? those guys can kill off a whole army with their despair spell. bring some powerfu
it puts the unit in defense mode, so the unit gets a flat + 5 defense plus whatever bonus it has for improved defense mode (defensive trait +10 def, shields add +5 to +20 depending on type of shield) additionally, the guard ability adds the base defense of the caster to the buffed unit, which can be pretty high considering defender champs can wear plate armor. timing is important, though (probably too important), since it only lasts until the buffed unit acts. so if you buff a unit that is ne
yeah the Yithril Juggernauts are by far the most dangerous armies you have to deal with. at that point in the game thankfully i had starfall and enough mana to blow most of them to hell on the strategic map. another trick that worked well was a defender champ (with "invincible") backed up by a full army of archers (8 companies with Yew bows). champ acts first, moves in, goes immune, the Juggs attack the immune defender, then the archers kill them or cripple them to the point where they start
improved documentation/tooltips would be a good start. there are a lot of concepts in the game that are really poorly communicated. a few balance tweaks would probably also improve the game (remove the absurdly OP heart of fire/aura of grace enchants for example) other than that, i'm pretty content with the game. AI could be a bit smarter, but i guess that's not really the kind of "low hanging fruit" you can easily implement without significant investment of time/money
the dragon in the screenshot is level 12 and it has 270 HP, which is also consistent with the level. that thing should definitely give more XP, even with two heroes in the attacking stack. the heroes are level 9 and 10, so they should probably even get bonus XP for defeating the dragon. the dragons (the proper dragons, not lesser slags/forest drakes/drakes) all start at level 12 as far as i know (+bonus levels if playing higher world difficulty and/or the event that increases all mons
you don't have to do a master quest to finish the scenario. there's one quest involving the gate to the gilden realm, but that quest line is optional - if you finish it, gilden joins in the war, but they are hardly required to win. in my campaign, the allied civs didn't contribute anything meaningful to the invasion - doesn't matter if there's one more pathetic AI stack moving across the map and doing nothing useful. this will be a bit of a spoiler, so if som
you also get +1 accuracy per level. other traits that increase by level: - acrobat (assassin/trained troops) gives +1 dodge per level - calloused hide (some monster champions like Tuatha) gives +1 defense per level - discipline (warrior tree / possible sovereign pick at creation / trained unit trait) gives an extra +1 spell resist & +1 accuracy/level - hardy (sov trait) gives an extra +1 HP per level - path of the defender gives an extra +1H
[quote who="Burress" reply="21" id="3362970"] I think there should be some more custom equipment that is full game long equipment. Nothing seems even in the same league as Procipenee's crown and the Staff of Souls. I think the ice/fire staffs they added to the mix for a point should be suped up versions, to be like a low-level no mana spell without an init penalty. I can understand why there isn't any super weapons or armor, but maybe some unique charms and more accessories woul
i haven't read the manual, but i'm pretty sure there's no such option (or you misunderstood the text). you can research enchanted weapons, some armor items and trinkets in the magic tech tree and design units with those items, though. the process is the same as with the mundane weapons from the warfare tree, the only difference is that the magic items require crystal instead of metal. you can also buy those items from the shop of your cities (for hero characters), but in this case
the tooltips for those traits should be adjusted anyway - it says that light plate is "heavier" - which is probably a relic from the encumbrance system (i think a suit of chain had a weight of 15 and a suit of light plate was 30 or something). the text should be updated to indicate that the light plate has a higher penalty to initiative. i guess while they're at it, they could just copy & paste the text to the armor item.
i'm pretty sure the discount isn't shown in the design window. you should see the difference in the training list, though. if you build a 3 man unit that cost, for example, 50 production per figure, a three figure unit is listed as 150 with no modifiers. make the same unit for a master smith faction and the production cost in the training list should be lower.
[quote who="Vallu751" reply="15" id="3362637"] I don't think it's just an exploit to increase growth. There's also the odd phenomenon that it makes more sense to pump out a constant stream of pioneers from a level 2 fortress with a very small food supply than from a large, overgrown city. The city has stuff it gains from pop increase until level 5, but the fort couldn't care less. Every time pop hits 30, it should build a pioneer. That will keep it in constant +3 growth
[quote who="askjosh" reply="42" id="3361183"] Derek if you have not already done so please put parrottmaths name in the games credits as i for one can think that he deserves it considering all of the help that he has provided and while you're at it if you have a LH game poster you should have everyone sign it and send it to him as well [/quote] i agree :) though adding an in-game item as a little nod in his direction would work, too (like the frog altar or "Mired
it's just an exploit when you queue several pioneers to artificially boost growth. a single pioneer in the queue hardly matters. it's not an urgent problem since it's easy to avoid the exploit. if you want to cheat, there are easier ways to do it, if you want to play fair, just don't do it. sure they should (and probably will) fix it eventually, but it's hardly a game breaking issue.
hmm the items don't show that information, but the traits do:
short answer: yes you can. longer answer: the game allows you to customize both your faction and your avatar/leader of your faction. one of the premade factions is close to what you describe: the "Magnar" faction is a race of slavers that get extra population when the defeat human enemies and when they raze conquered cities; and they can build slave armies in addition to their normal units. their leader/sovereign isn't really designed as a necromancer, though. his abilitie
they actually started using strategic spells around patch .90 i don't think the perceived problem is a real problem. i mean, it's quite obvious that you are supposed to win the game before you reach the end of the tech tree - otherwise the tech tree would be longer. what some people consider "mid game" is actually the phase where the game is already won. whether you play it out or not is up to the player, but once the game is won, there's no real point throwing in artifici
the final battle was changed after the 0.90 patch. the elemental horde was the initial version of the battle, the demons seem to be the new version.
hmm it's been like that since the trait was added to the commander tree (patch 0.80 or something?) the downside of this spell is the 1 turn cast time, so you basically sacrifice the commanders turn to speed up the next turn for everyone else. it's pretty strong, especially with a sov like Carrodus who starts with Tactician I and can immediately go for Tactician 2, 3 and then Battlecry at level 5. also, i think it doesn't work like "command" - command basically give
some of the special items replace existing items in the tech tree. for example, a faction with "light plate" builds light plate armor instead of chain armor. in this case, you still need the armor technology to unlock the items. other items are available from the start (like the poison vial for faction with "assassins tools"), but to use them with a custom faction, you'll probably have to make your own unit designs and add the extra item to you design.
primary source of money are cities specialized as towns. they get higher base income with each level up and unlock the market and tax office buildings which further increase income. and they have access to a line of buildings (well>inn>festival) that increases money income by a percentage. so towns are your safest bet. secondary sources of money are the "propaganda" city enchantment of cities with several essences (+1 g per essence), gold mines that can sometimes be found as bon