Gandalf's build seems pretty powerful. when i make custom factions, i avoid picking more than one of the big 3 OP traits (encahnters/lucky/master scouts). there's nothing wrong with picking all 3 of them, but i think the game feels less cheesy if you don't. my last custom faction i played was a krax kingdom with defensive, enchanters, scholars, warrior caste, light plate and no ranged weapons. the sov was adept, brilliant, life 2, scholar. was great fun. enchanters
Azunai_
the way i see it, i'd rather have them invest their development time in other areas. it's not nice to get a start with no essence, but you can easily fix it by re-rolling the map; or you decide to play out the harder start - your choice really. can be fun to play a "harder than usual" start sometimes. afaik, it doesn't affect AI anyway. don't know about the low difficulties, but on challenging or hard, their capitals always have essences. i don't think i ever
i disagree with the "overpowered" part. the bonus accuracy is great for early game troops, since they likely won't have all the accuracy boosts from fortress training buildings, but mid/late game troops start at rather high accuracy anyway when built in fortresses, so most of the commander bonus is wasted at that point, unless you fight stuff that has a high amount of dodge. command is a great ability, but on the other hand, if that commander were a warrior, assassin or evoker mage he wou
torchbearer is the guy with the fire staff, i think. do you have the enchantment tech that unlocks fire staffs (and other items) ?
i guess it's intended. the tactician I commander thing has been posted a few tims. i think there was no dev response, so i guess it's either low priority or intended. battle cry at level 5 seemed a bit odd and quite powerful combined with the 3 passive initiative from the prereq tactician perks, but i don't think it's too overpowered.
spell resistance and spell mastery also increase. dodge only increases per level if you train units with the "acrobat" trait. the other stats aren't affected by level ups afaik.
i just realized that light plate and plate were nerfed - at least i think they were. light plate is now 22 def and plate is 32. i'm pretty sure they used to be 30 resp. 40 def. is that a new change? i'm not sure i get the reason for that. i thought this patch was supposed to make mid/late game combat a bit longer - reducing armor values kind of defeats the purpose of the weapon damage reduction?!
i think the hardest game i ever played and yet really enjoyed was Dark Souls. that game is quite brutal, but somehow i didn't mind the constant dying and re-trying. that game really manages to be hard and yet enjoyable. it's frustrating at times, but when you finally kill one of the boss creatures after 20 or more wipes, it's really rewarding. i highly recommend that game to everyone who hasn't played it yet. other hard games i liked were the old X-Com and it's sequel Terr
did you guys have crystal available? i think units don't show up in the list if you don't have the resource you need to produce them (which apparently changed with the new .85 patch, they are supposed to be greyed out now instead of hidden, i think)
yeah, in the LH Support su-forum - https://forums.elementalgame.com/443369/page/8/#3350112 the change logs for the current and upcoming patches have all been posted there, so the updates for next patch will likely also show up there next week
yeah that's probably a big influence, too. i always thought R.A. Salvatore's rather famous dark elf character Drizzt Do'Urden (and his evil nemesis/counterpart Artemis Entreri) was one of the reasons why dual wielding was such a common thing in fantasy RPG games. i mean, Drizzt is really kick-ass (and he's still one of my most beloved novel characters, ever), but overusing the dual wielding really waters it down, IMO. it's nothing special if every rookie rogue character ge
i made a suggestion a few weeks back about another mechanic to handle unrest. the thread never really took off and i didn't feel like bumbing my own idea, but since we are discussing a related topic, i may as well summarize my idea i proposed then: the basic idea was that fortresses already serve as centers of unrest reduction (in a way), but only at level 4 (prison -10% global unrest)/level 5 (onyx throne [?] -30%). the suggestion was to remove the level 4 perk and instead add th
yeah i see your point, but to be honest, i don't think your new mechnic really adds anything new to the game. i mean, this is your summary: [quote who="OliverFA_306" reply="7" id="3350005"] - Unrest is a way to focus your economy in producing gold at the cost of research and production. - Waste limits the growth of your empire by forcing you to develop a strong economy that supports that grow.[/quote] change it to: - Unrest
i think the upcoming 0.85 build will resolve much of the champion XP drama. you'll get them a bit slower, they will get a bit more XP and trained troops won't be so overwhelmingly powerful and render champions useless. maybe we won't quite make it to the sweet spot, but i'm confident that we will get a lot closer to it.
so the difference between the unrest from city count and your proposed waste mechanic is that the waste mechanic can be countered by buildings/techs? if that's the case, you can have the same effect without a new mechanic - by adding some more unrest reducing techs and/or buildings.
ok, so you have a waste percentage and an unrest precentage, and they both do the same, basically. i fail to see how this improves the game. you just add a new system/variable that does almost exactly the same as a system that already exists. maybe i'm missing your point here, but i really don't see how this system is better than the system that is currently implemented in the game.
i think a practical implementation could be off hand items (basically shields) that add attack and accurracy instead of defense/dodge. not really sure the game needs it, though. i'm not a fan of dual wielding. IMO, this is one of the most overused tropes in fantasy RPG. every freaking RPG in the last decades has that silly dual wielding assassin/rogue stereotype. why should a guy who is trained to kill his victims silently with a single blow actually wield another blade in his lef
i agree that the tax levels could use some work, since "low" is the most efficient by a fair margin, which makes all the higher settings pretty useless. i don't think the proposed corruption system is a good solution, though. seems overly complicated to me. you basically just add another unrest system on top of the other unrest system that interacts with the original system. not saying your system wouldn't work, or that the idea is bad, but if you need half
i don't like the idea of hoarding level ups. too "gamey" of my taste. i can live with the abstraction of experience points and levels - that's pretty standard. but let's not forget what those abstractions actually represent: the process of learning. in the real world, you don't sit down and do generic "learning" and spend your accumulated "learning points" on a goal afterwards - that's already pretty gamey, but that's the way video games worked for a long time, so that
i noticed that razing a conquered city that has a tower of dominion allowed me to build another tower of dominion in one of my cities (despite the fact that i already had one in my capital). maybe that's the same phenomenon you experience? did you conquer/raze any foreign cities recently? did you actually (start to) build another tower or do you just see the option to build it?
i think swarm adds 5 accuracy (not 3) regarding the min/max damage: the formula for physical attacks is : att * (att / (att+def); minimum damage is simply 50% of that max value for magical attacks, i don't know exactly. i think spell mastery and spell resistance are compared (with some random numbers involved) and if the spell is not resisted, it will do full damage, otherwise it deals half damage (i think)
with the recent change, all swords have at least +2 initiative, so it's probably a good idea to design sword units with the finesse trait to make use of their higher initiative. possibly also the "fast" trait. they don't get the fancy AoE/double damage attacks of the other melee weapons, but swords are now reliably high initiative weapons (unlike the current system where the final upgrade removes the +2 init of its predecessor). not sure i will actually bother with swords, but at leas
[quote quoting="post"] I like the corruption for more cities idea in the abstract, but the implementation in .80 is a bit off. From what I can tell player unrest has increased (+3 per city) but the AI is still operating as it did in FE. The net result is that the AI is far outspeeding me tech wise even on easier settings. ... [/quote] last time i checked, AI cities had the exact same unrest penalties as my own cit
since outposts cost population points in LH, the arcane monolith definitely became more powerful. but it's a 2 point trait, so it should be powerful - after all that's two thirds of your overall faction points budget. it's not like the other 2 point perks are terribly weak. they are all pretty good actually.
i don't think the familiar is meant for direct combat. the way i see it, it's really useful for summoner sovereigns, since it allows you to have additional uses of your strategic summons - and he doesn't have to participate in combat for this purpose. a secondary use is to unlock extra uses of tremor/freeze/pillar of flame etc. if your sov has the appropriate spells unlocked. IMO, those functions are good enough. it really doesn't have to be good at fighting/surviving direct a