i don't agree with all your assessments. let me explain my point of view: there's already a fairly efficient counter vs swarm - defense. the AI (mostly) doesn't use it properly, which is a shame, but the player can counter most early game "swarm" scenarios with defensive units (the basic "Defender" unit is all right, though i prefer a design with daggers instead of clubs and finesse instead of armor proficiency). for the really early game, a custom sp
Azunai_
hmm i guess they must have changed the default spearman design, then. i think they used to upgrade the weapon slot only (much like the militia design). some of the units have always been set to upgrade armor slots, though (the "Defender" design for example always auto updated to better weapons and armor)
yeah i agree that they can be a bit weak. depends a lot (too much?) on the map setup . with lots of quests and dense monsters, you'll pick the level 5 & 7 guys up early enough for them to be relevant. the level 9 guys seems a bit redundant, though. on the default settings, there's probably not enough fame to unlock them until late in the game. more XP for higher level battles seems reasonable. wouldn't break the game if killing dragons and titans yields 500 XP
hmm that's funny. i thought it was just the other way around - i found it too easy, personally (i think world difficulty in the scenario is set to normal and i play the "sandbox" game on expert). i think an "options" button at the start that lets you adjust world and AI difficulty (maybe also tech and production pacing?) would resolve that problem. new/casual players can move it down a notch or two if they find it too unforgiving and nerds can get more of a challenge.
yeah i noticed that too. i guess they would be more aggressive on higher difficulty? having a difficulty selection would be useful. it's a bit hilarious when a procipinee dialog pops up and she says something like "their endless waves will never stop" - actually, up to that point i saw like one army of 4 slave units and the western trog enclave, and that's about it. though i guess i should add that i usually play a bit higher levels, so if the aggressiveness scales with level,
haven't noticed a change. any chance the target unit was magic immune? (opidians or obisdian golems or similar?)
don't know about expert, but on hard when i first meet an AI, they tend to have anywhere from 400 to 800 gildar currently available, so i'd guess that they get a healthy amount of extra starting cash (probably more the higher you set the difficulty)
that toad is from an episode of Futurama i think
another very simple suggestion that may help many new/casual players: rename the "pass" button in tactical combat to "defend", and maybe add a tooltip that shows how much defense you gain from defending instead of attacking. i have a nagging feeling that many of the LH players never really use the defense mechanic the way it was (probably) intended by the devs. i for one, didn't really do much but press forward and attack for most of my FE/LH play time and i found low leve
hmm i don't find the LH tactical battles that much worse than eador's. eador is harder on the low difficulties and it has more stats (morale/stamina) and terrain features, that gives the battles more depth, but you always get the same premade units and it takes forever to get to even the second tier. LH is simplistic if you play on low difficulties or avoid challenges. i find the combat quite interesting when i don't turtle half the game, then steamroll everything with sup
Miredesi = Sid Meier?
hmm to be honest, i don't really know - i just remembered some item names that i picked up over the last few campaigns. maybe i messed up my list -if that item is too powerful, just pretend that i wrote something less powerful :) they could also just create "masterwork" versions of some of the baseline troop items (maybe 50% more att/def than the default item) for the champions and leave the current champion loot as drop-only. if you don't find anything useful, you can at leas
that's interesting. i bought eador about two weeks ago, played for a week or so and stopped playing it after that point. tactical battles are interesting in eador, but they tend to be rather repetitive and slow. the strategic layer has some features that make it interesting, but unfortunately the overarching campaign is pretty much broken, which is one of the reasons why i shelved it for now. the different shards are interesting, but despite the little perks (like worlds of war/knowledge/
hmm Relias has always been a bit odd. for the other premade sovs, it's somewhat obvious which path(s) the designers probably had in mind, but Relias has a weird combo (Kulan, too, for that matter)
hehe yeah, i guess champion armor is the killer here. i don't think i ever built a unit with armor upgrade in mind since they changed the rules. early units usually get the +1 init boots and finesse (rather cheap and pretty good at that stage - bumps spear damage from 5 to 8 vs. most enemies, or daggers from 6 to 9 - for just 6 labor cost), so designing them with an armor trait would just mean that they have one unused trait now, and another (mostly) unused trait later (the ini
ah cool :) i know what i'm going to play this weekend ;)
hmm the thing witht the higher levels of tax was that they seemed a bit overpriced to me. you start at 10% unrest at no tax, then 22% for 40% of max income, then suddenly jump to 38% unrest for a mere 50% of max income. never seemed worth it to me.
yeah they probably won't be as effective as new units, but in some games i had some legacy units that survived the whole game and got rather high levels. the starting spearman upgraded to a company of pikemen with 200 HP is still useful as a meatshield. plus it would be really heartless to disband your most loyal followers ;)
[quote]Attacking no longer consumes all of a units movement[/quote] that's for the strategic map right? would be pretty strange for the tactical battles...
hm ok. your points are reasonable. i just have a different view of the level expectation. you get enough level ups to beeline to the end of one of the long trait lines, or you can mix and match other perks that seem more useful to you. also, don't forget the spellbooks - they are - in a way - an alternate tree for the paths (though some combinations seem fairly weak and don't really work out - for example, a warrior with water spellbooks). an example would be a warrior w
yeah i thought about that, too. i mean, the cool stuff (orange/purple/red color code - don't know what the formal names for those categoreis are) should still be drop only. there should be a reward for slaying that dragon or titan. but i think it wouldn't be unbalancing or removing too much excitemen if some of the lesser stuff (grey/yellow color code) were available as a backup plan. not sure about the mage stuff, really. i guess mages are powerful enough as is, they work quite well
interesting questions (regarding the troops). i think they didn't put that much thought into the XP system for troops. probably because it has a lot less impact then XP for heroes. troops don't compete with heroes due to the levels they may have gained. a level 10 spearman unit is still weak, even though it may now have ~50 HP instead of the initial ~25 and 70 accuracy instead of the original 60. it's the tech upgrades that make the troops powerful, their level just makes them a b
i have a little suggestion that might be worth considering. in short (aka TL;DR ) : in addition to the mundane weapons/armor pieces, unlock some of the lesser champion-only weapons/armor pieces (like silver broadsword, toxic shortbow, warding kite shield etc.) to the shop. they could unlock with appropriate technology (i.e. add a champion-only shield to the shop at a tech that also unlocks a mundane shield for troops) why i think that addition wou
well some of the later summons seem to be pretty impressive, so it will balance out in the end, i guess. lightbringer is good, but a defender champ is better, so again, it depends on the circumstances if it's worth picking him up. also, a trained tank unit doesn't require that much to be reasonably tough. with some leather armor and tank traits, they get to about 30 defense and 30ish base HP (+2 * number of figures for each level up), so they can survive a few punches (e
here's one suggestion for the "UI" section: clarify the way traits stack. at the moment, it's not obvious whether traits stack or replace each other (they all stack, btw.). that's a fairly common question in the forum (a new version of that thread pops up about once per week). i suggest changing the descriptions/tooltips of the traits to better describe the mechanic, for example: "Lethal III - increases Attack by +5, cumulative with Lethal I and Lethal II f