yeah i don't think it would hurt the game at all if dragons were set to always drop something good. doesn't really need to be dependent on the relative difficulty. even late in the game when you can kill them casually, the loot may still be useful (after all, if you can kill dragons easily, your champions probably need some good items to keep up with trained units). there aren't that many dragons around in my games. maybe half a dozen on a large map or something. won't break t
Azunai_
there's already a shortcut for leave city (the "V" key). wouldn't hurt to have a button in the interface, though.
yeah it's usually more fun to accept losses and rebuild what you have lost after a disastrous failure. just wanted to point out that in my experience, reloading can also have an effect on the loot/reward for a battle.
the loot distribution code might be a bit buggy i think. i remember a particular instance where i managed to kill a dragon in the first attempt (with no reloads) and it dropped a purple item (a super powered towershield with a built in teleport spell or whatever) i lost all my trained units in that fight and one of my heroes also fell and got a weakness for it. so i tried it again (reload) and beat the same dragon, this time with no dead champ and no losses, and this time it onl
there's an option in the game that allows you to manually place buildings instead of the default auto placement. with this option, you can extend the reach of your city borders considerably by building, for example, towards a resource node or towards other cities. this technique is commonly referred to as "snaking"
don't know if the game has to model the effects of armor accurately - i think it's a fairly common RPG trope to show plate as heavy/bulky and chain as the medium option between leather and plate. though this apparently isn't quite true :) if they stick with the current system, i guess lowering the penalty wouldn't be a bad idea. as it stands now, you're often better off just using def units with leather armor and kite/tower shields- no penalty and still ~50-60 def
don't really care about the victory conditions. i consider my game won when it gets too easy or repetitive. i try all sorts of playstyles until i find something i really like, then stick with it for a while before i try something new. i usually avoid stalling/turtling. i find the game pretty interesting and challenging when i go for challenging encounters with rather limited resources. i'll often play games with rather high world difficulty (expert/ridiculous) and lower AI difficulty
you don't need research for those. they are the demons that spawn on death shards. each shard type has one demon type associated with it. the power of the demon corresponds to the level of the shard improvement (higher tier shrine upgrades spawn higher tier versions of the demons)
hehe yeah "middle of the line" is stuff like education or blacksmithing :) dance with dragons is quite expensive research wise actually. with the amount of research you spend on that single tech, you could probably unlock the first 3 tiers of all three tech trees combined.
i think defenders would be a lot more interesting if their tanky special moves put them in def stance afterwards (like the ironeer blood "guarded strike" ability). right now, they are rock solid as tanks, but once you use one of your little green buttons, you're dead meat, so their most efficient use is to block troops and reposition from time to time and... nothing else really. that's efficient, but not really interesting. commanders are rather boring, though pretty effective
[quote who="Brenil" reply="18" id="3358123"] the XP split is linear - 1 guy gets 100%, 2 guys get 50% each, 3 get 33% each etc. That's the problem. In the later game does this make a big difference? No. In the early game? Definitely. This is especially true for your first and second hero where you literally have a hero sitting in reserve because the penalty is pretty damn severe. 50% less exp to your sovereign is huge
yeah i know that it can be fun to keep playing after the point where you have practically won, but i don't expect the game to be balanced at that stage. when you've reached that late stage of the game, everything goes to hell, simply because that's how 4X games work - you snowball out of control. you can do all sorts of crazy stuff if you keep playing after that point, dragons aren't any worse than the superpowered trained units you can build with full access to all techs and
don't think dragons are a problem, to be honest. most/all of the victory conditions can be achieved before you even get there. i think it's just a little fun addition to the end of the tree to speed up the "mop up" phase of the game. like nukes and stealth bombers in civ games.
well, to be fair, two of the XP boosting picks will be removed with the next update (see changelog of .92), so it's not like Derek ignores the fan input.
[quote]1. Heroes levelling. A lot was said about it, I think. How come only a defender can be healer? 2. Armies health regen in cities is too low. Defender is a must, but defender is otherwise useless 3. Assasins and criticals are useless[/quote] i'm not sure we actually play the same game after reading this. 1. every (kingdom) champ with life spellbook and every (altar blood) henchman (with life adept) can be a healer. as a matter of fact, a
mages don't wear armor and - unless you happen to find a decent staff with mage stats - they don't really care about the weapon in their hand, so you just give em a +3 init dagger or something and put them on a warg and they get even faster. the idea may not be bad, but as gandalf pointed out, mages are probably the class with the least issues (and non-mages rarely use spells with cast time, in my games at least)
[quote who="Chibiabos" reply="2" id="3357958"] so how is it a mind that can type thousands or even millions of commands precise enough for a compiler to understand fail to equally master human language?[/quote] modern IDE's tend to have featues like Intellisense (bascally auto-completion/correction). you'll probably code faster if you can write flawlessly, but if you can't it's not the end of the world.
in the scenario, there are several red chests near some of the more powerful "boss" monsters. don't know if there are any in the sandbox game. i also tend to use a fast (high init) weapon on mages if i can't find a good staff, but if you find something with +10 spell mastery or +10% spell damage, that's usually better than a little init. losing the shield isn't such a big issue IMO. shields are a huge bonus when you're in def stance, but mages rarely are, since the
yeah that's right. they get the shaft in multi hero units. but frankly, if you roll with a powerful group of heroes (like the insane tank & healer combo) troop levels are pretty much irrelevant. those guys are just there to do some damage in that case. but it's still a valid point. maybe the system could be improved by making troop XP independent of the number of heroes (would also be a bit more consistent i guess)
i'm pretty sure double strike was an assassin skill in FE (IIRC, you had to pick true strike first as a prerequisite)
the XP split is linear - 1 guy gets 100%, 2 guys get 50% each, 3 get 33% each etc. the level progression is on a roughly exponential curve; the table for level - total XP for next level looks like this (credit goes to user joeball123) 1 0 2 <td alig
[quote who="Frogboy" reply="78" id="3357896"] Re AI, if people are beating the AI beyond challenging, then we need them to explain what basic things they're doing to beat it. They're not beating the AI because spiders sometimes web an already webbed unit. There is some more fundamental strategy being employed that I'm not aware of. I can only make the AI play an optimal version of how I play the game. I have no doubt there are plenty of people who
yeah that's right, but admin 3 will require level 8 when the next patch is released, and admin 1 & 2 for local unrest control are easy enough to get (just need a fortress with a command post i think)
[quote who="Ishantil" reply="5" id="3357905"] Adventuring with heroes is one of the things I really enjoy about the game. Being limited by the number of heroes I can bring with me in an army seems dumb to me. I'm not sure how the math works out, but that needs to change. If I want to bring four heroes to take on monsters, I should be able to do so. This is especially true in the beginning of the game where some of the most effective units you have are heroes.
hmm don't know. the "green" goodie huts are supposed to drop rather common items, they'll probably be mostly useless if you already have something rare or better. the blue and red treasure chests and higher level monster lairs seem to drop decent stuff rather often. also, what's wrong with 4 attack on a staff? those things aren't really meant as melee wepons - it's all about the spell stats they may provide (mastery/spelldamage/free spells/spell unlocks)