last game I played as Magnar so i had the opportunity to play around with quendar blood / flame tongue. i think it's not very useful as it is. possible improvements might be: a) more damage: maybe add the flame damage on top of the base weapon damage - so it's always better than the basic melee attack? b) keep the damage calculation but give it a range (maybe 3-4 tiles, similar to throwing knives), so it would be useful as a secondary attack to do some damage w
Azunai_
i only played one game as a beastmaster hero and found it very fun. can be really powerful if you are lucky and get some early cavebears for damage and some spiders for crowd control. the limitiang factor is the mana cost of the tame spell and the chance of getting a resist. maybe the tamed beasts should work like summoned creatures (require mana maintenance), so by having an army of tamed critters, you also drain the resource that is required for the taming. i don't think wealthy
I agree with Fallenchar - the opportunity cost of buildings is already enough to balance them. While your cities construct buildings, they aren't building troops. and LH introduced the options to build growth/gold/research/mana, so that's another opportunity cost of buildings. Sure you can build all the unrestricted building in every city, but it's not necessarily a good idea to build that study in the fortress when that fortress could actually build armies or growth (to r
[quote who="TheTeaMustFlow" reply="21" id="3335841"] Mate, I'm pretty sure Impulsive doesn't exist anymore. It's not in Champion selection or any level-up table that I could see.[/quote] in my last game i had a level 3 fortress with "strike garrison" upgrade and the units built there still got free impulsive trait.
i think the 3 prerequisite towers are fine at the current location. for a magic focused empire/kingdom they are probably worth building for the extra shard power they provide. the forge of the overlord and the actual mastery spell should be moved towards the end, though, and i think it wouldn't hurt if that tech was significantly more expansive than other techs - after all this is basically the FE equivalent to a space race/tech victory.
i like that idea. this would basically add more tactical depth to the swarming mechanic. to gain an advantage, you would have to basically flank the enemy line to get swarming bonuses vs. the exposed units at the sides and - if executed correctly, it would still allow you to make great use of the swarm bonus without making it too powerful overall.
i agree that some more high powered hammers and axes would be nice, and of course there's a lack of bows, too (actually, the lack of bows could be fixed by increasing the drop chance of the super awesome shocking longbow - if you can grab one of those, your archer hero will never need another upgrade again). caster staves are fairly useless, though. i always end up using a fast dagger with extra initiative and bonus crit chance/crit damage on my caster heroes - that's usually
realistically, a 4x game is about "snowballing" - the more stuff you have the quicker and easier it gets to grab even more stuff. so a decent 4x game needs some mechanics to slow down powers that are in the process of steamrolling the opposition. i always found the temporary unrest of conquered cities a good mechanic. it slows down the aggressor (at least a bit) and it presents you a choice - keep the city and accept that it will suck for the next 50 turns, or raze it and possibly resettle th
i think they were trying to fix the problem of people defeating the whole game with a single hero and no cities or other units at all. i guess their strategy is to start low and then work hero power back up over a few iterations of beta patches until the community/testers agree that we have reached the sweet spot where hero power feels balanced vs. trained units.
i've seen some decent "fortress" locations (well, that''s what i call them anyway) with 2/4/2 and forest. i think there needs to be a shard or crystal resource next to a tile that also happens to be next to a forest for this combination. i typically see a 4/3/2 (or slightly weaker variations such as 4/3/1 or 3/3/2) without forest/river for my starting location so i guess there might be a script that places the starting locations in such spots (or the other way around - rep
i think the easiest solution would be to reduce the damage for each successive swing by some percentage (say, 25%). so the initial swing deals normal damage, the next swing 75%, then 50% and the 4th 25%. this way, you can still get ~250% of the listed base attack vs. an unarmored target if you have enough accuracy to actually hit 4 times in a row, which makes maul units +accuracy stacking a decent strategy vs. unarmored enemies (combine it with curse/mass curse to ensure that condition).
i think the borders of your second city expanded again, so the umberdroth us now within your borders :) don't forget that your sov has fire II - before you start pumping out troops from that 2 essence fortress, make sure to at least put up the +fire damage essence enchant on the fortress city (basically +2 fire damage is almost as good as having weapons of the next higher tier - really worth it)
regarding the market (you were wondering why it's not available in your capital) - it's a town-only building and your cap is a conclave :) you should be able to build a market in your 2nd city though.
my favorite strategic spell is tornado (air archmage level i think?). freeze/tremor/pillar of flame are used more often since they are low level spells, but tornado is way more fun if/when you have a caster capable of using it.
as i see it, levelling up heroes is kinda hard right now since there's usually not enough XP around to get more than your sov to a decent level. stacking several champs doesn't help as the XP is split among them, so instead of one high level guy and several low levels, you'll end up with several mediocre heroes. i believe one of the goals with this expansion was to tie heroes and empire development closer together (with the fame system where building impressive stuff attra
yeah i agree that champion progression needs some love. for this iteration of the beta, they seem to gain XP way to slowly. there's little point having that new fame system when realistically you can't even use most of them and have to put them on governing duty most of the time. i don't know if there's an easy solution for this. getting more xp per battle would be a good start probably. and getting rid of some of the intermediate tiers of repeated +stat traits to make
i think the best way to handle huge empires long term is to build some fortresses on high food tiles and get them to level 4/5 as fast as you can. you can speed that it up by building a few outposts with consulates for added growth. the prison upgrade at level 4 reduces unrest empire wide by 10% and if you make it to level 5, the onyx throne reduces empire unrest by 30%. another option is making your core cities immune to unrest effects (fortress and conclave both have level up traits
thanks for making the LP videos :) always nice to watch you play. 2 little comments: - the "zoom to" function for units/towns: i think the current rule is that the game wont jump to the unit if its already selected - so using the list to jump from army A to army B and back works, but jumping to Army A while it's already selected doesn't work. according to changelog for the next patch, this will be changed/fixed - from what i've seen, the old weapon ca
it can only give you the apprentice level for the selected school. for example, if your champ has water 2 and your sov doesn't have water yet, you can steal water apprentice (water 1) from the champ.
downloaded the beta when i came home from work, played for what seemed like 10 minutes, checked the played timer and realized that actually 73 minutes had passed already. guess that says more than a summary of likes/dislikes ;)
[quote who="Fandangdo" reply="4" id="3332487"] So, how is this going to work with people such as myself who have the steam version of FE? As I want to stick with my steam account and take advantage of the cheaper upgrade option, how do I go about pre-ordering and getting beta access?[/quote] I'm in the same situation - so here's what i just did a few minutes ago: 1. follow the link to the stardock store ( http://tinyurl.com/d5tmdlk ) 2. click the "g
looks like it's not available on steam, yet.
i think golems are a waste of resources. part of the problem i see is that they are tied to the ironeer race which is also the race with (arguably) the best trained troops (extra HP & free spell resistance [+ cheaper and more powerful armor if you play the default gilden faction]). if FE had a "weakling" race (think halflings or gnomes or something similar) with very weak combat abilities, golems would be a good addition to them, i guess.
[quote who="Borg999" reply="57" id="3332148"] Thanks. I can see where the examples listed above could be irritating. That being said, (aside from the lack of tact in those comments), most people wouldn't tolerate defects in other products, or wouldn't tolerate the manufacturer dragging it's feet in fixing issues, so why should they just shut up and not comment about defects in software? That's not entitlement, that's expecting the product y
actually it wouldn't make sense otherwise for traits like evoker or summoner - each rank has the same effect. if they didn't stack, why would you spend 1 point on evoker II to replace the 25% boost from evoker I with the same 25% boost.