A couple of posts have pointed out the linearity of the city progression. I'm fairly sure that the design team have plans for this in place already, but I'd like to make a suggestion along this line as well: Have some buildings use a special resource to build, similar to how a city has a particular number of enchantments that can be build on it. The number of "locations" available to a city depend to a large extent to the location of the city (similar to city enchantments), bu
HenriHakl
For the record: I'm in favor of showing the intangibles. Divinity Original Sin style.
Since crafting is a more significant element in SK, I was thinking it might be worth to expand on crafting in a way similar to weapon modification in Wasteland 2. Crafted items could have 1 to 3 "mod slots" depending on item type (a sword might have hilt and blade) and each slot could take one mod or enchantment of the appropriate type. A blade might be able to take the "fire blade" enchantment or have the "mithril wetstone" mod. This is not entirely dissimilar to existing extra trink
What about a non-static hero tree? In other words from game to game a particular hero's tree isn't exactly the same.
I feel it is important to have these intangibles not be implemented in a purely elementary school teacher manner. (In other words, being cruel only has bad effects, being famous only has good effects, etc.) Intangibles should be about trade-offs, not a moralistic lesson in min-maxing.
Will the physical Sorcerer King be the same from game to game? Or maybe can he get assigned various traits from a pool of abilities (not known to the player). I like the idea of engaging him in battle and suddenly finding that he has a massive cleave attack in one game; and in a different game he has the ability to globally project a shadow of himself (a weaker phantom of the Sorcerer King) in ordinary battles; and in yet another game he's got a lich-like phylactery so that upon d
I've had one tab open on Sorcerer King for the last few days, keeping an eye up for all the developer updates and extra info. I haven't gotten into early-access yet for Sorcerer King, but I am planning to some time in the next month (essentially it waits until after I finish Wasteland 2, my current gaming project). I understand that SK is of course a proper 4X-type strategy game, but something Frogboy mentioned triggered an interesting thought process: he said that Sorcerer Ki
Whoa whoa whoaaa!! Hold it right there Frogboy - don't drop a titillating tidbit like that, and then don't give some details. The new game that is being worked on, are we thinking RPG? Stratetgy? Tactical? FPS-Stealther? Rogue-like? Action-RPG? Elemental take on Dota? Elemental: Beach Volleyball? What are we thinking here?
Well deserved indeed. I'm very much looking forward to the mods/expansions!
Ah, strange. I don't run mods - nor have I modified any of the game files. I'll just go ahead and download the full game and install again.
Hi Derek, I tried the alternate exe. No success, still crashes for me.
I still have trouble. Emailed as requested. Hopefully you can help :)
Actually, wait - deleting everything in "C:\ProgramData\Stardock\Elemental - Fallen Enchantress\Screens\" did not fix the problem for me. :(
Thank you :) Just a small comment: the main screen menu's font is quite blurry. Painful on the eyes. My resolution is 1920x1080, if that matters.
I can confirm this bug: as soon as you start a new game (after choosing a sovereign) the game crashes. This is both for existing sovereigns and after creating a custom sovereign.
3-3-2 The thing is, before beta4 I would take 5-2 over 4-3 any day (I love myself some big cities). But using essence to make-up for grain shortfall is easy and there's little difficulty to push to a level 5 city with 3-3-2. Coupled with the notion that once you've reached level 5 you can disregard the grain issue and use essence for other options makes it enticing indeed.
hahaha - good on you, fortunately it'll be another month or two before I have crunchtime. So that should be enough. I've already entered Friday (South Africa, +2 GMT). Hopefully no emergency will sour the entry into the weekend.
Ah - so I just wait and drink hotchocolate while remaining perfectly not panicking? :)
The game ran fine for me initially, then started throwing an error login failed, possibly a stale registry. I tried CTRL-Tab (while loading the game and getting the error message) to activate the internal menu and log-in manually; but there the game tells me "Server name could not be resolved" when I attempt to log-in. Help please
The game ran fine for me initially, then started throwing the same error suddenly. I tried CTRL-Tab (while loading the game and getting the error message) to activate the internal menu and log-in manually; but there the game tells me "Server name could not be resolved" when I attempt to log-in. Help please
I'm glad that content is being emphasized, and I love the development from b3 to b4. But going onto b5 and release it is imperative that engine issues get resolved. Game hangs are fortunately rare, but sometimes combat inexplicably slows down, and I've not had good experiences with loading save games while in-game. In fact it's bad enough that I simply quit and re-start Fallen Enchantress to have a somewhat reliable game.
Come to think of it, with all the modding available, please ensure that a strong spell-making component is available for the modding community. Since some spells have truly strange effects, it would be nice to be able to manipulate these abilities.
I strongly advocate extending all the magical abilities (Air Disciple, etc) that a sovereign/champion can take on leveling to grant at least one more spell. Some powerful new unit enchantments would be good, something that I keep missing are a class of unit enchantments that grant benefits/penalties to adjacent allies/foes. For example, "Cloak of Ethers" - all adjacent allies gain the benefits of all friendly enchantments on this unit (this would obviously not allow for chained "cloak
This is not exactly a bug, but still seems like it is one. With the advent of the Essence yield, wildlands should be updated to include essence tiles where appropriate. For example, the Imperial Capital city wild land is fairly awesome at 4/4 with various nearby improvements - but really it irks me now that essence is available. I'd expect the tile to be 4/4/2.
Thanks, apparently right-clicking on sovereigns works for deleting.