actually, i tend to ignore chain and plate armor right now. the techs are still very valuable, since they unlock the higher tier shields. a defender unit with leather armor and tower shield can still get to about 60 defense while defending, that's not too shabby considering that it costs only about a third of the metal required for a suit of plate armor and it doesn't have an initiative penalty. swordsmen with best sword/ best shield finesse/ironskin/defensive are good enough as tanks
Azunai_
according to the changelog for .91, that bug is already fixed
in the campaign, I encountered several "champions" of empire factions that i think were not intended to be champions. Kraxis had a "Karavox Honorguard" who behaved like a champ (didn't get killed but got a weakness/wound on the after battle victory screen); likewise, Magner had a Pioneer ( 3 figure unit) that was also flagged as a champion (was a bit hilarious - a 3 figure champion Pioneer with battle axes and horses) and resoln had an "elder cyndrum demon" (i think) that also funct
swarming is pretty irrelevant at the point of the game where units wear plate armor. at that point in the game, the problem is armor penetration and overpowered essence buffs. swarming has very little to do with that.
he mentioned a hero centric playstyle, which suggests that he probably soloes monster lairs with his sov, not AI armies. in my experience, that's quite possible.
were there any strange messages in the event log? one possible way how this can happen would be that Kraxis bribed your city (with the "Betrayers") ability and Pariden conquered the city right after that happened.
yeah i agree. they are pretty fine now. the XP was initially set too low, then bumped up twice (so far) and is now almost back to the XP value in FE; the only real difference right now is that XP gain in FE was (i think) independent of the relative strength of the involved armies, which was changed in LH so you don't gain full XP when killing weak encounters with a strong army etc. the change in 0.91 will probably compensate this difference to some extent. you'll still get low
the formula is: max damage = attack * (attack / (attack+defense)) min damage = 0.5 * max damage that means they should be doing about 0.7 to 1.5 damage per swing from a single attacker i think the problem in this scenario is the swarm bonus - every enemy unit that is adjacent to the defending unit adds +1 attack and +5 accuracy to the attack. so 5 shrills in melee range of the hero boost each other from 7 to 12 attack; the result sho
i also wonder what the idea behind their default sovereign is. he has some melee oriented abilites, which suggests the probably should be played as an assassin or warrior, but on the other hand he's a beastmaster, which pretty much makes path of the mage mandatory if you want to tame some of the higher level critters (for the extra spell mastery from the prodigy traits - which also opens some nice synergy with his death spellbooks [almost irresistiible wither/curse/mass curse/blind to sup
ah ok, i see your point. don't worry about your english, that's fine i think (it's not my native language, either). i don't really know how the LH system could adapt different values for a "attack" and "counter-attack", though. perhaps a modifier value that adds (or subtracts) attack value if you hit a target that hit you first? i guess that could work.
could you be more specific? i didn't notice a change to armor effciency in the 0.90 version of the game. works just fine in the scenario for me (haven't played a "sandbox" game with 0.90 rules yet)
i think the "warriors" traits should be changed. instead of the rather weak "Training" tech for barracks, it should unlock "Leatherworking" instead, which is way more powerful early on. the option to build a barracks without research is "meh", the ability to build units with leather armor and shields right at the start without wasting 15 turns of research is far more valuable and probably good enough to warrant picking up the trait for an "early rush" type of race. in a similar vein,
yeah i wrote a comment on the juggs in the 0.91 change log thread, too. imo, the scenario would be better if the juggs were just not buildable for yithril. their faction power is totally inflated by the juggernauts. after defeating all 4 empire factions, i realized that yithril only had 3 cities on the eastern continent (and the western enclave with 2 cities, which you can/should take out early). magnar had about a dozen cities, kraxis and resoln had about 6-8 each. yet yithril with his 3 cit
i think yithril in the scenario should be modified slightly. not sure how, but their juggernauts are by far the greatest threat on the whole scenario map. when i invaded the eastern continent, resoln and kraxis fell like dominos; the same for magnar's endless waves of fairly useless slave units. not so much for yithril. i was pretty shocked when i conquered one of magnars cities and next turn, 2 "epic" rated stacks of 8 juggernauts each entered the borders of my newly conquered cities. i&
[quote who="vvpeev" reply="36" id="3356433"] Maybe one thing is interesting and (in some perfect universe ) can be borrowed - the attack / counter attack stats combo.[/quote] i think that is basically represented by the concurrent initiative system in LH. in Eador, one side moves all units, then the other side moves all units. to get something that resembles a somewhat believable battle, units pretty much need that counter attack. in LH, it's very different - there is no strict pl
hmm i don't like the idea of rolling the faction traits into the blood. one of the unique features of this game is the option to make custom factions based on various traits that were used in the default factions. if you roll many of the traits into the blood, you reduce the variety of possible custom faction combinations. the ability cooldowns are fine imo. with 5 turns cooldown, you'll realistically only use your superpowers once per battle (which is true for about 90% of al
the community suggestions thread also contains that item my suggestion was to either do, basically what was suggested above, say "Lethal III - increases attack by +5, cumulative with Letahl I and II for a combined value of +12" or change the way they are represented on the character sheet and redo the text: "Lethal III - adds +12 attack, replaces Lethal I and Lethal II" in my opinion, the second way is better (iirc Blizzard used a similar style in WoW w
umm how are rations and first aid kits useless? they adress one of the big problem of late game combat - units getting killed to quick due to the shifted balance of attack damage vs. HP. those items are there to make new units survive a few more hits, so late game battles aren't over after 1 turn. they didn't fix the problem entirely, but they are definitely a step in the right direction. though i wouldn't mind some of the suggestions (regarding healing items etc.) being i
wow that was fast :) i finished the campaign like 5 minutes ago and made the last update to my list :) good to hear that the bugs are already fixed. please consider rebalancing that battle in the forge, though (let the player keep his army, or give them an invulnerability spell for the first turn at least - those air and fire elementals just stomped poor relias before he could even act)
sorry if there's already a thread for this (haven't seen one) chapter 1 (right at the beginning) ... sudden flashes of lighting ... -> lightning? Queen Procipinee speech after defeating Kraxis/Karavox second paragraph: ... with the help ambiscious and disloyal men... -> the help of ambitious and ... The Forge of the Overlord second paragraph ... through that whole into the world... -> ... through
also, don't forget to add female slaves for the quendar. and female juggernauts for the trogs (lol). not sure about female iron golems for ironeers, though. J/K ;)
not sure about their lore, but i think the "weakness to magic" might work for them (that trait is currently not used by any of the premade factions, anyway). an ophidian/naja themed 1 point trait would be cool, though (replacing stealthy)
as an addition to my first reply: regarding the wolves/stalkers - there's a neat little trick to make the battle significantly easier: don't attack them(on the strategic map) but end your turn next to their lair/army. when/f they attack you, all your units start in defense (defending army always starts with all units defending). when they get the first move in tactical, you take a lot less damage, since all your guys have +5 defense (or more if they have the defensive trait an
i did some testing and i'm pretty sure it's from the "binding" faction trait. empires/kingdoms without the trait display all shard improvements kingdom faction with binding displays only the life shrine/altar/temple at the appropriate tech, none of the others empire faction with binding (including default Resoln) doesn't have life shrines, so it doesn't display anything at all.
yeah that would be a solution. or they could make an option to expand the list and display additional versions of the design that don't require crystal/metal (or checkboxes for crystal/metal - if you uncheck them, the presented designs re-calculate to the best version that doesn't use the unchecked resource)