[quote who="StevenAus" reply="180" id="3248140"]How about increasing armor levels of town garrisons when better armor has been researched instead?[/quote] You would also have to increase magic resistance of defenders in towns to match increased defense against melee or you will bias towards town assaults based on magic damage as 0.984 will, unless that's intended.
Patho
Looking forward to this update, but hope to see a lot more improvements to the AI, which is a walkover at present If a human player is refusing to make treaties etc it's because they intend to attack, but my relations only seem to improve. AI needs to be more wary of human players. Poorly defended AI sovereigns still wander too close to my large stacks - a human player can't ignore such an easy kill in the open followed by AI city roll up and fraction
Is it possible to fix the position of the faction strength score panel? I'm forever catching it with my mouse pointer and sliding it off screen without noticing, then I can't retrieve it when needed.
Playing on challenging season 33. Resolin scout recruits a level 9 champion requiring breons letters. It can't be possible to research that tech so quick so is AI breaking the rules?
[quote who="Tuidjy" reply="13" id="3243069"] I do not want to waste a shard and 50 mana without a pressing need. I may be wrong. [/quote] You should. It is worth it but you have to baby sit (they are fragile) them while they get their first kills in and power up. Water shard demons are pretty poor so I corrupt those, but after you have got your fire, air or earth demons from a shard you can corrupt it and rebuild for the death demons too.
Just like choosing your character for the board game Descent 2. I would change " Specialization of the Aristocrat -- focuses on city management" to Civil Servant which seems more apt.
[quote quoting="post"] The scaling problem comes from the lack of regulating mechanisms in the game. It's hard to know how many shards or cities a players will have - so how does one balance magic or research? Civilization IV had maintenance, Civ V has tech/policies prices increase and happiness costs (that can be overcome but only after a while). Sure, these aren't perfect, but they do help reduce issues by keeping research and resource production within a certain range. FE has
[quote quoting="post"] That really sucks. The whole AI unit and monster unit on the same tile thing sucks. The monsters only attacking my stuff sucks. [/quote] Maybe part of this has something to do with the bug that lets the AI drop outposts on quest locations etc. i.e not recognising map elements and maybe in turn monster lairs so not triggering them. This might also explain why AI towns and territory do not appear to be interact
Thanks for the clarification. I shall be killing off all my baby demons in future so that my shards spawn more adult ones.
[quote who="ddd888" reply="3" id="3240346"] stil the general governor need a way to gain exp apart from attacks, like some sort of passive and building and stuff like that[/quote] Perhaps an easier approach would be to allow a governor stationed in a city to gain exp each time that city builds a wonder or special one off fraction improvement.
This bug appeared with beta 5. First crow demon from a shard has Thunderstrike but no Titans Breath. Second crow demon generated after upgrading to a shrine has both abilities.
I voted good because I like the mechanics and different strategies. The environment is becoming more of a challenge too but needs to go further. However the AI is still far too weak to pose any challenge (without huge economic advantages). It's all too easy to gather some troops and go hunting the nearest AI and capture their cities rather than build your own. The AI sovereign is an easy kill as they are not well defended and don't try to avoid your stronger stack by
The Dark Summoner Quest is a medium quest. First attempt my sovereign, tank hero and two troops were all one shotted by a spell called despair (multi-target spell) cast by the Dark Wizard (instant cast - no chance to interrupt) who also has high initiative so only my sovereign got to act before he nuked me. I need more hit points and resistance I thought, so leveled my hero's to stack those stats and trained up a big tough army able to tackle strong and deadly quests. <
[quote who="Frogboy" reply="8" id="3236335"]One thing I'd also ask is how much kiting is being used with these champions in battles? Leveling up with just champions means taking out some pretty nasty monsters. We had talked about having a turn limit on tactical battles so that if you hadn't "won" by N turns, it would be a draw. But that would require code changes and we're at the code feature lock down point.[/quote] Make regeneration work only if you don&
The AI seems to be struggerling to grow. Difficulty Challenging. Custom soverign (Ceresa variant). 3 AI opponents. Small map, rest of setting were default. First encountered Magnar, so declared war and easily took his two cities. Next encountered Porcipinee, declared war and took her 3 cities. Then consolidated and quested. Then went hunting for Relias as he had not shown up. <img src="http://imageshack.us/a/img853/8783/challengingjpg.j
Just repeated it with the 0.980.1 When you get your first settlement choice (Fortress, Town, Conclave) just rapidly click on the settlement stats and the choices will disappear and your village will stay as it is. Then as the population grows the level will go up and up and up....
Level 49 now for only 3 more population (229 level 40, 232 level 49). With 0.98. Have save game if it is of use. Will attempt to repeat.
It wasn't achieved by disbanding units. As you can see below it remained a settlement.
When selecting what type of settlement to choose (Town, Fortress, Conclave) I wanted to see how much essence it had. This wasn't shown so I double clicked on the stats in the hope of seeing more details but this just selected a different settlement type. I assume this is a bug. See below.
Overall I think the feel of FE is much better in beta 5 than 4 and the visuals look polished now. There are still issues/bugs and balance to address but from what I understand that is next on the to do list. So its a thumbs up from me.
If Crow Demons have flying why do they still try to use roads? e.g. AI roads. Crow Demons ignoring AI territory when moving resulting in explusion back to staring tile and loss a turns movement - should be skirting AI territory.
Personally the 3 turn production cap is not as big an issue to me as others seem to find. But each to their own. I assume its there for pacing and to prevent a high production city spamming what is need when its needed (i.e. defenders) rather than planning ahead. Or something similar. What I do want to know is what happens to the excess production? If a city can build a pioneer in 1 turn but has to allocate 3 turns of production (minimum) then where does
[quote who="NorsemanViking" reply="3" id="3226751"]The worst is when the roads go through the wildlands...... [/quote] I agree. If you can't build towns and capture resources in wild lands then roads shouldn't be auto built through them either! Another issue I've noticed is that units do not exit cities onto your road from that city once you have them. So you have to waste movement points moving onto the road connected to your city from a
AI sovereign and heroes on 1 hp (or even low hps) should not be casting berserk on themselves at start of combat and going down like dominoes.
Mid upgrade of water shard. Cast corruption on water shard and started to build new death shard Water shard upgrade still in queue so swapped death shard to front of build queue then again for upgrade (corruption needs to clear build queue of shard upgrades) Shard now produces water and death mana until water upgrade is complete (keep pushing to end of build queue to exploit this). After repeating to test, shard produced death mana only