Azunai_

Azunai_

Joined Member # 4419615
2 Posts 92 Replies 11,540 Reputation

[quote who="atlatea" reply="19" id="3373580"] Plus Crushing blow increase your chance to bash. I don't mind if sword have active ability. Quoting Azunai_, reply 16that's wrong. only the units of the defending army start in defensive stance. the attacking army doesn't. i.e. if you attack with slow units and the enemy get the first move, your units are defenseless (attack wolves or stalkers with a militia army - bad idea) for this reason

25 Replies 24,389 Views

[quote who="atlatea" reply="13" id="3373337"] ... because each combat units now start in defend mode in LH ... [/quote] that's wrong. only the units of the defending army start in defensive stance. the attacking army doesn't. i.e. if you attack with slow units and the enemy get the first move, your units are defenseless (attack wolves or stalkers with a militia army - bad idea) for this reason, swordsmen are a lot

25 Replies 24,389 Views

nature's cloak and some earth shards should do the trick vs. mages. abjuration buffs and resistance cloaks also help. doesn't change the fact that essence fortresses are OP. people wouldn't complain so much that the game is too easy if that crutch was removed from the game, imo. in the beta, people steamrolled the AI with charge+cleave/impale cavalry. that was nerfed in several ways. now people have adopted a new crutch the AI can't deal with and are once again steamrolling th

25 Replies 24,389 Views

i actually stopped using essence fortresses a long time ago, precisely for the reasons stated by others - it doesn't matter what troops you build, the essence buffs alone make them so much more powerful that the game is basically over once your fortress is ready to pump out troops. crushing blow isn't the main problem. it deals about 2-3 times the normal damage on average and you lose the next turn for it. impale and cleave aren't worse imo - they also deal about 2-3 times

25 Replies 24,389 Views

[quote who="atlatea" reply="10" id="3373126"] Which make it a more useful bonus for units than champion. Because the +1 damage bonus for unit will still be multiplied by number of member of the unit.[/quote] that depends a lot on the defense value of the target and the attack value of the attacker. a low attack multi figure unit won't get that much out of swarm vs. a high defense target, even if the boost counts per figure. the unit count has no influence on the attack vs. d

19 Replies 18,985 Views

ironman modes typically remove the "save" from the menu and replace it with a "save & exit". they usually also overwrite the single save automatically (for example after every action you take), so if the game crashes, you can restart close to the point where it crashed.

6 Replies 6,840 Views

the mages would be less problematic if heart of fire and aura of grace weren't in the game. i think those two buffs are the bigger game breakers. i mean, seriously, units from a 3 essence fort easily outperform basic units with gear that is one tier higher. also, i think it wouldn't break the game if those mage units actually used mana to throw their fire/frost bolts. maybe 1 mana per shot for each figure in the unit. they would still be superior, but no longer shoot mag

21 Replies 34,534 Views

hm yeah i guess it would be a nice little additon and probably not super hard to implement. i think i'd use it if it were available.

6 Replies 6,840 Views

don't know. i think it's only available through scrolls and some monsters have it (master quest endboss, dark wizards, maybe some others?) can you buy that scroll from the scroll scribe (level 3 conclave upgrade)? if so- i guess it depends on the price. maybe just make it more expensive. if it's drop/monster only i think it's all right. on monsters, you wipe 1-2 times until you realize how dangerous it is, then you start focus firing the dark wizard and/or counte

9 Replies 8,624 Views

don't forget it also scales with level. it may be weak on a level 2 unit, but it's pretty strong on high level units. a level 10 unit does (figure count) x 20, which can easily be more than the weapon damage of that same unit, considering it ignore defense entirely.

9 Replies 8,624 Views

Deorcnysse is the wildling village i mentioned before. it's part of a wildland, players can conquer it (not very hard, only some wildlings as defenders). it's still a village and can never grow into a proper town/fort/conclave, so it's fairly useless, even with the improved yields. the only use of that super village is spamming pioneers, since it can never build any of the specialized buildings of the level 2 (or higher) settlements

14 Replies 53,872 Views

are you sure you actually picked the trait? the level up screen has a weird way of displaying selected and suggested traits. also, is this the default fireball spell from fire III or the fireball buff (anointed by fire or something, from the mgic techtree)? not sure if the trait works with that buff (never tried it). if you also have life IV, you get wellspring, or at water III you get pandemomium. those should also be instant cast with the trait.

4 Replies 7,254 Views

towns can't get to level 10. level 5 is the highest level (unless you play with some mods or something). sometimes AI cities fail to pick their level up trait and keep growing, but that doesn't really add anything useful since they will be level 10 villages or something (which is about as useful as a level 1 village since level ups without a specialization don't add anything). also there's that wildling (or darkling?) village in one of the wildlands that never becomes a proper

14 Replies 53,872 Views

[quote who="SCampb29" reply="6" id="3370080"] ... When I played Kraxis, I was never very impressed with the efficacy of the fortifications; they only add something like 20% dodge, which isn't much if the troops don't bring much dodge of their own. ... [/quote] it's +20 dodge, not 20%, that's quite solid (basically the same as wraith blood, but stationary and without the -1HP per level)

21 Replies 34,534 Views

scheint so weit zu funktionieren. habs runtergeladen, entpackt, backup vom original gemacht und die 2 dateien ausgetauscht. ein teil der programmoberfläche wurde dann mit deutschen texten angezeigt. hoffe das hilft dir weiter :) drück dir die daumen, da hast dir was vorgenommen ;)

9 Replies 14,066 Views

in my games, defenders tend to be the core of the army (either defender champions or defense units). majority of the enemies are melee, so there's always stuff you can safely tank while the damage specced units kill the rest of the enemies. if the defender champ tanks 2-3 units (which is very common), those units will not deal any significant damage while the rest of my army overwhelms the remaining enemies. even if you rely heavily on melee units, there's nothing wrong

17 Replies 22,883 Views

agree with sweatyboatman, militia is really just there for the early game. later on, if you want decent units in a city, build decent units and put them in the city. or put them in an army and defeat the enemy before they even attack your cities.

17 Replies 10,846 Views

[quote who="EstyleS" reply="14" id="3370134"] ... Would it be overpowered for a unit to be able to attack and keep its defense bonus? I don't think so. You say that otherwise the Defender would just be pinging away for 5 damage, so since he might as well do nothing anyway, it doesn't waste his attack. But that's because he's built to give up offensive power in exchange for defending others. You could have built a strong offensiv

17 Replies 22,883 Views

the problem with this ability is that it puts the guarded units in defensive stance, and once their turn starts, that boost automatically goes away, like with the normal defensive stance (from passing the turn). i think it would be overpowered if the units could attack and still retain their defensive stance bonus. you can get that ability early on (level 4/5, possibly even sooner since at least one of the level 1 champions has it as a starting trait). just build some units with

17 Replies 22,883 Views

for all i care, AI henchmen could use a different set of rules and not die permanently. AI would probably have trouble keeping them alive. most mechanics are a lot more powerful in the hands of a human player, so i guess it would be ok to just nerf henchies for the human player.

6 Replies 12,855 Views

they could bring back permanent death for henchmen. originally, they were supposed to stay dead when they get killed (as opposed to heroes who just take an injury/weakness)

6 Replies 12,855 Views