you realize that half of your points are invalidated by the simple fact that this game doesn't even have multiplayer options? it's a single player game - the fun comes from exploring, expanding into and exploiting an unknown randomly generated world - and eventually exterminate the other factions that compete with you (aka a 4X game). if you need a specific start for a specific focus, i don't see the big problem of regenerating a few maps - or you could tweak
Azunai_
i think it's mostly a shortcut to victory when you get carried away by building up and find yourself in a position where you could easily steamroll the whole map, but can't be bothered to actually do it. i've finished a few games with it. i could have won each of them easily by just making allies of everyone on the map and razing those that would refuse. marching across the whole map razing a few dozen cities takes a lot of time and is fairly boring when your troops outclass
strategic map - quickslots for strategic spells (basically the same as in tactical maps, but for frequently used spells such as lower/raise land, tremor, freeze, pillar of flame etc.) unit screen - option to remove buffs from selected unit (similar to city screen essence buffs - the govern>enchantments screen works alright, but i for one played the game for more than 100 hrs before i learned from the forum that we can remove buffs from units on that screen - i didn't know a way
i don't think the XP rate we experience now is set in stone. it's based on the difficulty level of the encounter and modified by a percentage. the devs can easily adjust the rate (and probably will do so as the beta progresses) when half the posts on the forum are about too low XP. that being said, my strategy for now is to concentrate on one character (which is usually the sov). they participate in all (or almost all) battles and eventually reach a level where they are super
regarding the wonders: even if you don't get them, it's not such a huge loss. 25% extra production and food in your main production center is nice, but the long build time is also a large opportunity cost. in the same timeframe, you could probably build up all the low tech military infrastructure and build up a small but powerful army to clear strong/deadly lairs that block your further expansion (and get some level ups for your main hero in the process) - being able to field a compet
a simple change that can make the game a bit easier: add some extra AI factions above the recommended number. the recommended number is fairly low, so the AI factions can expand a lot and become powerful. if there are some more AI on a map, they clash sooner and may also start fighting among each other more frequently. diplomacy wise, it can be helpful to get trade agreements, economic agreements and non aggression pacts as soon as you meet them (assuming at this stage of the ga
how about a spell "bureaucratification" that removes the original class of the hero and assigns them a boring desk job? (commander with admin/merchant/lore traits) you can never have too many governors - especially if the have merchant and earn you money. on a more serious note: i like the current system - but it would be helpful if we could decide whether the new hero spawns next to the sov or gets teleported to the capital. sometimes it's pretty inconvenient having them spawn in
i think the balance issue here is not so much that the shocking longbow is overpowered. the problem is that an archer hero without that item sucks. the second best bow is probably some flaming bow with 20 or something attack - which is less than half of what the shocking longbow does @ mid/late levels. so either you get lucky and get the shocking bow, or you wasted your time training your hero for archery.
i just had another occurence of that bug. this time, i was inspecting the city screen of one of my own settlements. i think it could be related to that inspection screen. maybe there is an update function call at this point that runs into some internal error and doesn't finish properly (you can change stuff on that screen such as deleting buildings or removing enchantments, so i guess it would make sense to call an update function when the dialog is closed)
maybe it still uses the old mechanic - reducing blunt/pierce/cutting armor that actually aren't in the game any more?
maybe the spell picks the random target when you start casting (and not when it finishes) - so if you actually killed the target unit during the casting time, it just fizzled?
sure it's fun, but it's also much stronger than most of the other professions. compare beastlord to hunter, noble or bandit lord - you think they are on par? i'd rather see them buff the weak professions to be honest, but if that's not an option, the logical conclusion would be to bring down beastlord. it's not like the suggestion I made would destroy it - you could still get as many critters as you like. making collars a purchaseable shop item doesn't change that at a
if they really wanted to nerf it, they could remove the tame spell and instead add the collar to the shop in your town. you'd get 1 (or more) free collars in your inventory at the start, and you'd have to buy them for cash if you want more animals.
[quote who="Darxim" reply="16" id="3338518"] I know this isn't exactly what we're talking about here, but... The starting area tile yields should all add up to 9, and let you pick which one you want. Just for the starting zones, although expansion areas could use some work, because I mostly just see 1-2/3-5/0. The workaround for bad starting resources is to hit Ctrl-N, which will start a new map allowing you a shot at better starting resources. The p
yeah, i got him in every game so far. juat like the plague and the blood season - they don't seem very random to me - i get them all the time. bacco can be pretty tough, but if you can defeat him, he's a pretty decent scout with his innate 3 move range (and since he's a champ, he can also loot treasure tiles and unguarded monster lairs in AI territory unlike trained scout/explorer units)
random map generator seems to be... well. fairly random ;) i've played maps where almost every settling area had at least one essence (often with really nice tiles such as 5/3/1, 2/3/4, 3/3/3 etc.) and i've also got maps where i only had a standard 4/3/2 starting location, a not-so-great 1/5/0 10 tiles away and nothing else within a radius of 20 tiles - except for a juicy 3/3/3 spot with a grain nearby that was guarded by a lovely fire lord army. huge maps seem to have better tiles ov
specialize your cities to avoid that kind of problem. use tiles with essences for conclaves, high production tiles for fortresses and build towns on those mediocre 5/3/0, 3/4/0 or 4/3/0 tiles (depends on play style - spam lots of simple units with high production fortesses or use those production heavy tiles for extra towns and build only one or very few high essence fortresses with damage/inititiave/defense enchants and rush buy elite troops with all that excess money from the towns) </
i just reloaded the end of a huge domination game i finished recently and all AI capitals i had conquered were at least 5/3/2 or better (on challenging difficulty) one of them was even a 5/5/2 (the former gilden capital) with a clay pit right next to it (so actually 5/6/2) and another one was 5/3/3 (the former pariden capital)
i think there may be a rule that forests (and probably also rivers) reduce the maximum yield by 1. i've actually seen 2/4/2 tiles with forest access (the 2 essence probably came from a shard that was directly next to it). i've also seen several 5/3/0 tiles on rivers, but i don't think i've ever seen a forest or river adjacent tile with more than 8 total yield. i personally don't mind the new system. i think it's more balanced that way. sure it was nice to
the change log only mentions weapon upgrades, so it probably won't include armor. i don't actually think armor is all that important. i mean - if you have leather armor and get the low level magic techs before you unlock the mail armor tech, you probably shouldn't use the upgrade function (unless you actually can/want to invest crystal to switch from leather breastplates to monk robes). if you deliberately design units around monk robes, you'll probably also add other
i think that happened to me on a few occasions when i inspected AI cities or units.
i think the weird upgrade paths are going to be adressed in the next patch. 0.52 change log contains this item: "New system for weapon upgrades where we can define types (some axemen always upgrade to axes, swordsmen to swords, etc)" i guess that means no more club > axe > mace > longsword, or spear > boar spear > battle axe > maul still, i'd personally prefer the other suggestion that has been brought up in several threads already (option
most of the level 1/3/5/7/9 heroes already existed in the FE base game and they probably didn't have time to create a bunch of level 11/13/15 etc heroes for 800/1600/3200/... fame. most games won't reach those levels anyway, so it probably wasn't a high priority to get them done, yet.
i don't get all the complaints about XP split either. sure, on a small/medium map with default monster density, there's not enough potential XP floating around to level more than 1 or maybe two heroes to decent levels, but on those maps you probably won't need many armies anyway. you will reach the point soon enough where you clash with other factions and then it's more about cranking out soldiers to fight their troops and conquer them and not so much about hunting dragons, li
i think it's fine as it is. if some monster/army attacks you on their turn, you can escape and run away on your turn. you don't have to attack them on your turn when you see that the other army is stronger and that you will likely lose. i don't know what the tooltip of the scroll says - maybe that should be fixed if it suggests that your army will be teleported to the capital.