[video]http://youtu.be/_aQN1-5CRM0[/video]
Das123
[video]http://youtu.be/jZh2D5h32vw[/video]
[video]http://youtu.be/cYF9S2Dth_k[/video]
Using BandiCam to capture the videos. Brilliant software. Eats Fraps. :)
Thanks Urrumi. :) I never knew that was there. I've finished recording now but that is a good tip. Here is Episode 5... [video]http://youtu.be/KXuu2GQUD8c[/video]
Units still don't take the best path to get from A to B. Once again I've had units duck into forests before entering a city that they started right next to. Units walking next to a road rather than along it. Units avoiding other stacks costing movement and so on.
Either I was very unlucky after casting this or the spell isn't working. My sovereign was on average dodging 1 ranged attack in 4. I cast Guardian Wind and the ratio didn't change. It appears to do nothing.
[video]http://youtu.be/nNdIykzFN0o[/video]
[video]http://youtu.be/pbql5et2Gqs[/video]
I like that units no longer charge off if you accidentally have a unit within a stack selected and right click to move or attack (now they just remove themselves from the stack but don't move) but it would be good to be able to recombine the stacks again if they occupy the same tile.
Agree 100%. I gave the game a real work-out yesterday and just couldn't stop playing.
[video]http://youtu.be/wPf0Uj4hXic[/video] This video looks at the starting position and also goes over the main interface.
I thought this was a bug. I actually stopped summoning creatures in tactical because it seemed wrong.
I've been recording a series of Let's Play videos for Beta 2 since it was launched (got about 12 episodes done already with still more to go. It will take a long time to upload them. The first is now online with a couple more coming over the next few hours. It will take me a number of days to get them all uploaded. The link to the playlist is here Let's
I thought ambient sound was being worked on in this release but all I'm hearing is birds no matter the terrain shown. I haven't expanded the map much yet but mountains and forests don't have anything to differentiate them.
When training a unit from the city build dialogue the 'Train' button to order the unit is just above the 'Train' button to open the dialogue. I tend to press the lower button assuming I've ordered a unit instead of the button just above it. If this dialogue opened in the centre of the screen it wouldn't be an issue or if the name was changed it may also help. This issue isn't such a big problem for the 'Build' button because you tend to place buildi
Some of my scouts met Tarth for the first time and the dialogue was confusing: "We have 536870912. You have -1610612736. ..."
When the Library goodie-hut is visited and there is left-over research if it completes the current research item, this is lost instead of being added to the next research item.
Please have a way to select a random race to play at the start as well as the ability to pick random races to play against.
In most games of this nature the arrow keys will scroll the map. I tend to play with one hand on the arrow keys for map movement and the other on the mouse for unit commands. It is really annoying when you accidentally move a unit where you don't want to because of this. Perhaps a setting in the options. By the way, even with no stacks selected the arrow keys will still move a stack. This must be a bug.
I must have mis-read the changes for this beta with the Govern button being placed near the end-turn button. But this is still the most annoying aspect of the game and should be easy to fix. Please have a way of INTRUSIVELY letting the player know that a city has stopped production before autoing to the next turn. The dialogues in the upper right are easily missed as is the sleep symbol. Perhaps if there are any new notices in the top right, the game prompts you before ending a turn.<
Sweet!
Cities are strong because of the defensive bonus they have. It wouldn't be such a problem if the defensive bonus eroded through siege. Sieges could be abstracted by reducing the defensive bonus for each attacking stack touching the walls. I would think that three or less stacks should never get a siege bonus but 4 or more should start to reduce the defensive capacity of the city based on the number of city tiles. So a one tile city would need 4 attacking stacks to reduce i
Looking good but an over-abundance of mana and shards doesn't sound like a good thing to me. I'll have to wait and see.
[quote who="Frogboy" reply="51" id="3084173"] My point is, we're not using the community as an ad-hoc design committee. The beta has been very successful so far because we've been able to get feedback on balance, stability, and weaknesses in the current design and evaluate ways to improve the game design that we already have.[/quote] Good point Brad. I guess that as a beta tester our main role is to communicate feedback about the problems we are experiencing with the game