[quote who="Pipefox" reply="6" id="3365618"] Settling next to a river, where there is also forest around, can result is you not being able to build anything other than a pier - EVER. You can't clear forest either (for some reason). You're just stuck. I've played thru a game for over 100 turns and never could build anything but pier and upgrades to that (dock and such), except for whatever resources eventually came within my city limits (i
Azunai_
scrying pool is a diffferent trait (enchanters). decalon is monolith and spellbooks (and i think a lightning damage ranged staff at the end of the magic tech tree, in addition to the 12 attack frost/fire staves)
even if you don't have an army to send along, you can still use excess champions to scout the map and pick up treasure chests (and sometimes also abandoned lairs when someone else lured the lair guardians out). with the loot you find there, they tend to make more money than they cost while providing a useful service to your faction (exploring the map). if you use them as army leaders and/or as combat units, you'll likely spend much more money on the wages of their armies and make more
one little addition: the conclave needs at least one essence slot, otherwise the "herbalist" line of buildings ends right there (the apothecary and subsequent upgrades are only available for conclaves with essences, which makes sense since their passive bonuses are +mana/+research/+production per essence)
pretty sure the fear ability is automatically used at the start of battle. it's probably never been intended to be an "activate at will" move i don't know the "boots of stealth". there's a stealth faction trait (also available as a trained unit trait) that makes wandering monsters ignore the stealthy unit (or more likely to ignore it). i guess the boots just give you that trait on the strategic map on top of the stats. and i disagree taht those stats aren't good enough
don't know. consume always seemed like a crutch to make an evoker sov (i.e. Magnar) viable from the start. without an infusion of mana, spellcasters are better off using cheap support spells (wither/heal/slow/haste) in the early game. with the option of blowing up a shard for a decent immediate return, Magnar can go straight for fireball and use it effectively early on. later, he can spam tons of slaves and sacrifice them or use one of his other champs to do it while he's busy setting
hehe yeah i guess it should just automatically stop at 0%. watching an infinite loop of "clink" "clink" "block" "clink" might be a bit frustrating after a few minutes :) if one of the attacks misses, it should probably just stop, as it is now. it would still be a very powerful ability but without the problems of super buffing it with extra accuracy from commander traits and "infinite" accuracy vs. prone troops.
yeah that issue has been around since the unit size upgrade option was added to the game. it's been reported about a dozen times since then :) interestingly, the gildar cost has been changed twice since then (initially, it was 15g, then 30, now it's at 50g per figure). perhaps there is an internal problem that makes it hard to implement the obvious solution. that seems unlikely, since the button is on the same screen as the weapon & armor upgrades for which t
i think maul should reduce the attack value, not the accuracy. 20% less attack per swing; against targets with no armor, you'd get about 300% damage out of it (100% 1st swing, +80%+60%+40%+20%). with this mechanic, a good defense value would also be a decent protection vs. maul (since the lower attack swings at the end of the series will deal almost no damage vs. high armor) i think that makes more sense than basing it off the accuracy stat.
i read some of the reviews, they seem to be fair. IMO the game deserves the good reviews.
might with a level prerequisite seems a strange concept - lethal provides 3/4/5 attack with no prereqs and "might" is only on par with letal 1. removing endurance is a bad move. defenders already have endurance 1&2, so that's not an argument. some extra HP is not a bad thing for warriors, especially the "tanky" swordsman builds that have to take some hits to actually use their buffed counter attacks. not sure about putting the active abilites first. don't tink i
i don't think the game is meant to be heavy on diplomacy. there are more negatives than positives, so in the end, you'll have to fight someone to win the game. that's probably by design, not just coincidence. you can keep some friends for the whole game if you are more powerful than them. factions of your own ideology tend to be neutral-friendly as long as you don't kill other factions of your shared ideology, so you can probably ally them later on instead of wiping them out.
1) sounds like an event. don't know if you actually have to do something. i guess the fire will go away after a while (try save & reload if it doesn't, some spell effects tend to linger on the map even though they should be cleared after a while) 2) some buildings require certain city specalizations. for example, only towns can build Well/Inn/Festival, and only conclaves can build Sage/Cloister/Libary etc. the Cleric/Shrine/Temple of Essence line is only available in citie
[quote quoting="post"] There can be tiles for cities that have 5 food, but I have yet to see any 5 production tiles or 5 essence. The most essence I think I have seen is 3, and it seems to be rare to find for starting positions, requiring many reloads (wasting my time). I understand the total grain, materials and essence will equal 9 at most, but hey why not be able to have some 2/2/5 spots for example? Having played games since I was 8 and being almost 40 now, I have p
do the krax actually count as fallen? for gameplay purposes, they probably do, but lore-wise they are humans who joined the "dark side", so it would seem like a bit of a stretch to count them as a fallen race.
the thing with custom factions is (at least the way i see it) that they aren't meant to be balanced.i doubt it's actually possible to balance them without making all traits weak and unappealing. decalon and flesh bound tome make sense for the premade factions that have them. pariden is a heavily magic foucsed kingdom that revolves all around grabbing shards to boost their blood trait and the multi spellschool champions they will probably end up with. so the ability to spend ma
instead of reducing the accuracy, subsequent maul attacks should reduce the attack value, IMO.
with default monster density, it's usually not so bad. sometimes you have to wipe out a lair or two early on to settle a few more cities. not a big deal. can be crippling with dense monsters, though. if you have to remove half a dozen lairs to even get out of the valley you started in, the game can actually be lost before it really started. probably won't catch up to AI factions that had a better starting position.
yeah they tend to be weak. the mirror elementals are almost pointless, the grave elementals are an "ok" substitute for tanky units, the crow demons are very nice for scouting the map (they are flying units, so they can traverse sea and mountain tiles). the fire and death shard demons aren't that great, but "ok" as a weaker (and free) substitute for trained units. once you're out of the early game, they aren't really worth using in combat any more. the demons with 3 moves are still
there's one thing yo may not be aware of - trained units (enemy AI armies) give a lot less XP than monsters. it's not uncommon to conquer city with a strong garrison and only get single digit XP rewards out of it, while killing a group of mites or darklings still yields maybe 10 or 15 XP
Nice Let#s play, as always :) a little tip: when you want to move all units out of a city at once, you can just eject them all by pressing "V". moving out of a city doesn't cost movement points, so it doesn't really matter on which tile the game ejects them. i found that a lot better than multiselecting half a dozen ore more units every time you want to leave a city with an army.
that trained unit can also have a cheap 25% frost resistance cloak, up to 5 extra HP from rations and med kits and some more from traits & magical equipment. baseline militias and other fodder units will get wiped out with one cast, but proper mid/late game units can survive with some losses.
have to agree with joeball. pretty good explanation. some random comments: don't underestimate life mages. i've played a ton of very hero centric games and life mages IMO are the single best champions in the game, especially in the early part (probably won't need that much healing later when your troops can kill stuff quickly enough to take almost no damage at all). don't underestimate the effect of not losing production time for replacing lost units. with a de
[quote who="davrovana" reply="3" id="3364387"] Quoting parrottmath, reply 1 You need to add -cheat to the launch options Er, how do you do this? It it in the prefs file?[/quote] if you have a desktop shortcut to LH, copy the default shortcut, right click the copy, select Properties from the context menu (bottom of the menu); on the "Shortcut" tab, add " -cheat" to the textbox labelled as "Target:" full path in the textbox should be something
hmm that sounds like a bug, but tbh i never encountered that. afaik, there are 5 "world achievements" (merchantcross bazaar/ great mill/treasury vault/hostens library/ereogs tower) that can be blocked by other factions; the other unique buildings are one per faction (like the "National Wonders" in Civ 4/5), and each of them is the final upgrade of one of the building upgrade paths. those items can technically be blocked if you conquer a city that already has them before you start buil