Apparently Steam interprets 'Do not automatically update this game' to mean 'Update this game when you try to run it', rather than updating it when you next start steam. I was rather expecting that setting to mean that I would get to continue using the current version until I let steam update it to the newer version. So don't make any patches that break peoples saves, as they now have no way to finishing their current game prior to doing the
ben_sphynx
I think it may be the case that either neither rivers or forests contribute essence the city square, or that they contribute so much grain and materials to the city square, that there is no space left (in the resource cap of 9) for essence. This is a pity, because I would much prefer a city with a river and a forest, and at least 3 essence, as my ideal city spot.
Often the answer to 'why should I buy something?' can be reached by answering the question 'do I want it?'. In this case, the extra question 'do I enjoy playing betas?' is also relevant - LH is more beta than FE at the moment.
It confuses me that all the buildings needed to do the spell of mastery come from the same tech. They feel like they should be on successive techs, along the magic tech tree. So that the victory requires tech to get to, production and economy to build, and mana to finish.
The Treasury vault provides +30% income when city is idle, which will replace the +25% income bonus from the proceeding Tax Office. I had understood that there was no longer supposed to be any bonuses that exist just when the city is idling. I think it would be good to at least keep the bonus from the tax office that the treasury vault replaces.
I would love to see an upgrade path for each combination of weapon special ability + one/two handedness. That way, when you upgrade a soldier, they still have the same abilities as they did prior to the upgrade.
I'm noticing that there are some river tiles that do not have any river graphics. Anyone else having this problem?
I think that possibly the faction power calculations are not weighting things very well, and if the AI is trying to have a high faction power rather than an army that wins fights, it is going to go in the same direction as the bias. I would quite like to see a better troop power calculation, especially if this resulted in the AI fielding more effective units. Are their weightings for attack power, hp, movement, armour (hopefully not multiplied by number of figures for armour)?
Experience has shown that some people miss the blatantly obvious. This message is for them. Also, it''s true, so why not say it.
Maybe pioneers could build outposts over several turns (say, 5?), but not be consumed by the process?
Please delete this thread, it is a duplicate - I still do not understand this forum, new threads do not seem to appear in the list of threads after one posts them. It's very confusing. If wanting to reply, please reply to https://forums.elementalgame.com/441690 instead.
The default units were bad in FE too, although if you have been playing for a while, you might not have realised. The problems are that often they do not have many traits (all my units use the max number of traits, usually three). And they do not seem to be designed to be effective in combat. Units need to have good initiative, and good defense - armour/traits needs to be optimized so that the encumberance is just under 40% or just under the -4 initiative breakpoint (70%?). Extra hp a
My impression is that the unit balance has changed substantially, in favor of axes (cleave) and spears (impale). The ability to damage multiple enemies at once is amazing. It's also fun. The computer players and town defenders tend to use hammer/mace style units a lot. These have not improved much at all - an ability that does double damage, then causes you to skip a turn, is only good if it kills with the double damage, otherwise the skipped turn eliminates the entire benefit.</p
My impression is that the unit balance has changed substantially, in favor of axes (cleave) and spears (impale). The ability to damage multiple enemies at once is amazing. It's also fun. The computer players and town defenders tend to use hammer/mace style units a lot. These have not improved much at all - an ability that does double damage, then causes you to skip a turn, is only good if it kills with the double damage, otherwise the skipped turn eliminates the entire benefit.</p
There an amount of xp determined by the monster strength and your party strength - call it x. If you have no heroes, each unit gets x/2, and henchmen get x each. If you have one hero, that hero gets x, henchmen get x each, and non hero units get x/2 If you have more than one hero, the heroes and henchmen get x/(number of heroes), and non hero units get x/(2*(number of heroes)) They have changed how the first stage is calculated, as compared to fa
Only being able to attack once per turn substantially contributes to leveling slowly now. Previously a fast army could get a couple of fights per turn pretty easily. There is less xp for killing the supposedly hard groups of monsters now, too.
Ideally AI programming should get some time just prior to release - there is no benefit to making an AI player that can do feature X well, if feature X gets changed in the next iteration of the beta. That said, the computer players are getting further behind in my games quite fast. It would not surprise me if it was partially to do with unit choices - spears and axes seem to have had a huge buff with new abilities, but the computer players often seem to favor hammers and maces, for wh
I'm not sure evil is the right word. Or even exploit. It's just an obvious consequence of the mechanics. Clearly the 'pioneers' in training put up 'for sale' signs on their housing, stop eating (wilderness survival training?), and make the city a more attractive place to live for everyone else.
At one stage, you could sacrifice a hero with say, fire 2, and if your sov has fire 1, you could go up to fire 2. I think. Seems like a more useful spell now that there are so many extra heroes, though. Remember to sell/trade all their equipment first.
I've noted that it is defiantly wrong when the path goes through a city (which reduces movement costs due to going in and out of the city - who needs ring roads when you have elemental cities).
Yes, I had a unit (although on about half health) that I put in attacking range of the enemy, selected Berserk, and it ran away.
I do worry that this method of leveling heroes will result in somewhat less longevity for the game - once I have a good idea of the relative strengths of the different levelup skills, then it is likely that one warrior from one game will end up very much like another warrior from another game. Maybe one could have a random factor in how the levelup skilltree is constructed for each hero? That could lead to different heroes being different, but still allow one to choose
I played a fair bit last night, it was gone 2am before I managed to go to bed. There is definitely the 'one more turn' thing going on. I tried some of the new abilities in combat. I like the spears, with impale - one could quite often use it to a good effect. I also liked cleave on axes. There is something very satisfying about taking out multiple groups at once. Previously (in FE) i had used weapons with counterattack almost exclusively, so I am
I would like to see maybe the placement based on hp and armour - units with higher hp+armour at the front, units with lower hp+armour at the middle or back. This would help one protect damaged units, too - I hate being unable to keep a damaged unit out of a fight, even though everyone else can handle it just fine.
Steam does have an option to 'Always keep this game up to date' or 'Do not automatically update this game', which I am choosing for Legendary Heroes, as I'm not confident about updates not breaking saves.