I disagree with Opening Post. Multi-turn spells are brilliant - tactical considerations are strengthened immensely by it. Once the AI uses these spells, there'll be even more consideration.
HenriHakl
Agreed, this exists already. Also agreeing with DarkGaldred: ranged attacks should take a penalty if they move first
Adding to that: I understand it would be work, but perhaps the corpse would be a retrievable item left on the battlefield (only available to the owning player) and death as well as life magic could have some spell variant that revives the corpse and allows the champion to be used again in some form.
I do get, and appreciate, that champions don't just die the first time you defeat them (or have yours defeated) - but there should really be a more-than-tiny chance to permanently kill/lose a champion. I'm getting a little upset about killing the same enemy hero for the 20th time. He has a list of injuries much longer than his actual positive traits and is negligible in combat. Likewise, for my own champions, I'd like for some to heroically and permanently die after their nth defe
I've also come to the conclusion that the wilderness (not just the Wildlands) seem tamer for the AI than for me.
I'm not one for getting "bigger" tactical combats and complexities that allow a genius strategist to swing the odds of battle - but I'm keen on getting more options and variations in tactical combat that increase the fun rating. Tactical combat *is* enjoyable, no doubt - but it becomes much-of-sameness after a while. This is in part resolved by having more units types in the game, but also having more abilities on units that affect combat. But, even the average militia without
The problem is one of critical mass - it's not too difficult to get to the point of accelerating your hero from 5 to 10. This would make a great hero; but not a dominant force to be reckoned with in its own right. To get to push up to level 20+ is quite hard to do - unless you are successful at beating the early game and can get a fair chunk of resources for yourself. But if you managed to do that, then you wouldn't need to use the paragon-route.
I would warmly welcome additional ways of getting unique rewards. Especially from quests. Additional faction prestige, as well as unique spells and city improvements should be available as quest rewards.
Nope, it is due this month (hopefully) - not specifically or necessarily this week.
A suggestion to encourage having fewer cities: use Faction Prestige to pay maintenance of buildings (and maybe enchantments too). So if you have 5 Faction Prestige, the first 5 gold per season of maintenance is "free". Thus if you grow your Faction Prestige and one city more-or-less at the same speed, you can have a largely maintenance free city. This doesn't help as much with multiple cities, as there are simply that many more things to pay maintenance on.
I found this strategy to be really effective at turning the game around from dire doom to stable path to victory: First I created a custom sovereign, picking disciplined, brilliant, hardy and quick - all traits designed to increase stats significantly; furthermore on every level up I preferentially took traits that increase stats more. I also happened to have 3 shards and one champion to help me out. Things went okay until I got more and more pressed in my single city by Altar and Cap
More spellbugs are certainly welcome DBG246 and Warpuke. That's some good observations regarding the shard relevance.
Celerity indicates in the description that it can be casted repeatedly to increase the initiative of a unit. In practice it works like an enchantment that you can cast only once on a unit. Focus indicates in the description that your next spell will deal double damage; as it turns out this does not work when the spell you cast has a casting time. Specifically I tried to cast a "focused fireball". You lose "focus" on the first round of casting fireball
I voted Stability. Pretty much everything else can follow after that. And everything on the list of options should get love and attention. But first the game needs to work flawlessly (or a reasonable facsimile to that).
Thanks again DBG246, and plenty thanks to Aiel117 for the in-depth details. :)
Thanks DGB246! And people translate into... tax? And production and research? Assuming no unrest, if my city goes from 62 to 63 citizens - what benefits happen to the city? ...somehow I feel Faction Prestige should have some other side effects.
I've got a vague understanding of Faction Prestige, meaning I know it influences population growth in my cities. But what does it really mean? Path of the Governor, +1 Faction Prestige, is it worth it? If I have 10 Faction prestige by really working at it instead of 5, what do I actually gain? What are the benefits once my cities are essentially "full"?
Just discovered that Win7's firewall was blocking the dropbox, that's resolved now :)
Every time I create a sovereign (which is frequent, I like to fiddle with them each time I start a game), I keep thinking there should be a talent that unlocks 3rd-level magic mastery. Normally a sovereign can start with either level 1 or 2 in the various schools of magic; I propose a talent - say "Focused Study" - which costs 2 talent points and allows tier 3 magic mastery to be available during sovereign creation. Perhaps the talent could also grant a unique universal spell.
This crash just took me by surprise, early in the game DropBox public link
I can only agree with this 100% - some of the faction differentiations that I mentioned in one of my threads also focused on unit specific differentiations. Some are a bit more meta than direct weapon/trait modification: a faction that can only support 3-people units, but their units can have up to 5 traits in the designer; and a faction that knows (and can only use) company-sized (9-people) units but have significant penalties to their stats.
The quest also reveals that it is actually just a demon in disguise whispering false promises. I don't see the problem.
I'd like to see a once-off specialization option for outposts. i.e. pioneers build outposts as usual, then when you click on an outpost you have a once-off option to specialize the outpost. Additional outpost specialization options are unlocked with research successes. The options shouldn't be just military in nature: fortified: adds to defense of stationed units research: gives a small percentage bonus to research to connected city healer: s
Just found the enchantment management screen. So scratch that off the list :)
As a pre-orderer I've only got access to play Beta2 recently. Over the weekend I've played extensively, finishing a Spell of Making and a Domination victory respectively. I'll try to give a concise overview of suggestions that I think would improve the fun: GUI in-combat there is no indication of how many shards of what flavor I have. The hint text for Burning Hands says it deals 8 + 4 per fire shard. I would like to see actual