When a character levels and they can access Prodigy 2, the icon shows as Prodigy 1.
Das123
'Battle Event' icon is blank for example when you declare war or destroy another player.
Just made a suggestion regarding choices and reputations but this could be a good option for handling the assassination of the champions. What if, as an example, you are an empire player and that for each unclaimed kingdom champion you kill off, the level of that champion becomes a negative reputation modifier for all the other kingdom factions. Kill off enough and they will hate you very quickly. :)
It would be good if after choices such as the 'escort lady to her father's estate' quest and you choose the 'get double money by handing her over to the bandits' option that this negatively impacts your relations with the other factions. Similar kingdom/empire reputation modifiers could be in play for other actions such as killing the opposing champions before they are claimed by factions.
I'm finding that after selecting a unit to train I'm regularly pressing the 'Train' button that opens the unit training window rather than the 'Train' button within that window - so I think I've queued a unit but in reality I haven't. Could the button in the Unit Training dialogue be changed to 'Recruit'. Similarly 'Build' has the same double-up but this isn't such a problem because usually you place the buildings where you want them
When travelling on a road units will leave the road rather than share the road with caravans.
After a monster leaves their lair or is killed their lair doesn't display a map icon. It also seems that although there is free loot, the AI doesn't enter these tiles. I've scooped up quite a few items after the AI has done the hard work.
At the moment mountainside tiles enjoy free movement. I think this should be no movement allowed (like mountains) or at least 2 movement points (like hills).
As long as the AI also kills off opposing champions then I don't have a problem the way it is. I've seen wandering monsters kill them off - which is pretty cool that the world is also playing against itself. Makes the initial rush important and makes getting a scout important early on.
I had this happen in 0.75 but didn't jot down the details at the time, but I've just had it happen again now in 0.76. Attacking an Empire champion called Csilla, the first move in the game is casting Mass Curse. The battle stalls waiting for this to resolve and the only way out is to auto-complete the battle. In the initiative list, the active item is Mass Curse.
I like Maul in the game - but not for factions. Once you get a beserker axe and equip a high level champion you have just won the game. If the attack became more unstable after each success I would like it.
There is no right or wrong way to play the game. Look at two similar games in this genre, Age of Wonders, and Dominions. Age of Wonders has very easy save/load capabilities (F2 and F3) whereas Dominions is basically hard coded as hardcore. Both are enjoyable. I'm always reloading in Age of Wonders because I see the battles in that game as a sort of puzzle. In Dominions I don't have that freedom but the game is just as enjoyable because it scares you before you go and f
By the middle/end game your best army will be a stack of champions. I'd like to see champions being important additions to armies rather than armies in their own right. Here are a few suggestions that may help to get this balance right (some of these have already been flagged but I wanted to bring the ideas into a cohesive list to keep armies important): 1. Introduce a new XML property called 'areaDamage'. Normal weapons would have 0 an
Would be good to know what you'll be looking at. Just so we can either add some early ideas or stop spamming the things we don't like (Caravans etc).
I don't have a problem with it. Lets face it, it is pretty much your first four or five champions that do all the work and level high enough to make a real impact in the field. The latecomers never make that much of an impact. In the early game the 25 mana is costly so you really need to consider who is going to be a mage and who isn't. Perhaps instead of Imbue, it could be tied to 'Path of the Mage' where if you select that path you are automatically imbued.
I like this idea but perhaps it could be a drop-down in the options to also include the other extreme - 'ironman', where purists have the game store a single autosave and this is updated at the end of every battle.
Recruited a hero called Ailsa who starts in her underwear and a cape. :)
Interesting. :)
It should prompt before ending the turn if research hasn't been selected. Similarly, it should prompt if a city finishes its queue for that turn.
Enjoyable first session. :) Should be a good afternoon in front of the box. Go Aussies!
Pariden seems to be the most magic focussed in a 'life' based sense so many of the spells are buffs and not many do damage. You need to use these spells to slow the enemy and buff and heal your troops. The benefit here is the extra mana you get each turn so you tend to use spells a lot. Resolin is the magic-focussed 'death' based faction where the spells tend to be more about hindering the enemy and reducing their defences etc. They also get extra mana. The oth
I'll definitely be getting Warlock as well as playing FE. Looking forward to both. To be honest, Warlock will need to be pretty damned special to compete with Fallen Enchantress. Totally agree that the more games in this genre the better for everyone.
I'm not missing dynasties at all. My vote woud be to ditch them. They work well in games like Crusader Kings where the game itself is more about politics. But I really don't see FE gains much by adding this. Having said that, one idea I would find interesting would be that when marrying your race gets one of the bonuses from the spouses race. And possibly a random negative as well. :) This would make each game more random and different.
1. It should be possible to raze your own outposts. Not sure why you would want to do this unless cities gobbled the surrounding land. Still no real need to raze them though unless you got your Pioneer back perhaps. 2. Distance between cities should be larger than 7 tiles. This would be good. Make you use more outposts and you wouldn't end up with cities everywhere in the end game. Would b
Yep. Agree completely. If it is best to have a large caravan network then please automate this. This is the last of the micromanagement pains from WoM.