Why does an outpost have a zone of influence 2 squares radius around it when established, but when a settlement is established it only controls a zone one square around it, until it grows? Surely they should both start with the same zone of influence or is an outpost>settlement when first established?
Patho
This more House keeping than bug, but when you get an item such as a darkling cloak that gives you the spell blindness and you already know this spell, being a death magic disciple, then you get two blindness icons on your cast bar. I've seen this with other duplicated spells which clutters up your casting bar.
Well if I tilt my head to one side and read from up to down it's a bit easier [e digicons]:grin:[/e]
I don't find the initiative order of units up the left hand side of the screen particularly readable or intuitive. Is it possible to re-configure or mod the screen layout, so I could if I wanted have the initiative order along the bottom of the screen in left to right reading order?
Thanks. I've only been playing the fallen so had realised how life/death magic worked.
I don't know if this is intended or not as Fireball has a 3 turn cast (maybe its a typo on the spell details?). My fire mage hero had the skill that gives you +10 initiative so that he could get off 2 fire darts spells at the start of his turn. I had also picked up a staff that gave a mastery bonus (can't remember what it was called). When I learnt the fireball spell I found that on his first turn I could cast it in a single turn consuming both my original actions, i
Is there a plan of the available spells for each path, something along the tech tree? It would be useful to see what is available. Also if you choose two magic paths for your hero do you get new spells that depend on the combination? Or is it just the same spells as the single path? I guess all the spells have not been implemented yet as Earth magic has no base spell. I thought I saw a life magic shard (may have misread it) whilst playing. Will there
Just a minor issue but it would be worth while limiting the choice of custom fraction colours to those that show up on the black background of the power graph at the end of the game. I had chosen black for my fraction colour........ It would be great if you could edit your hero/fraction.
I can't remember the cost but it was low compared to the damage done. Maybe 10-15 manna. My mana pool kept going up despite continued use. Yes your suggestion of a higher cast cost equal to the damage done would be a good balance. I think the mana glut in this beta also needs to be addressed.
Not sure if I spelled it right but its those fire worms. Stacks are classed as strong or deadly but are extremely easy kills for a weak stack. I can send my Sovereign in alone classed as weak for an experience point bonanza picking up 1-2 levels for an easy kill. In contrast a weak bear or black widow stack is a much harder prospect for my weak Sovereign stack often killing it. The damage from the Igynis worms looks very low so maybe something is no
Once those shards are harnessed it is very easy to found oneself swimming in mana. Typically 1500-2000 in my games. That's when I discovered the power of the mana blast spell. Does damage equal to 10% of your stored mana or 5% if the target resists. That's 150 or 75 damage a cast With 2 heroes in my stack both with +10 initiative giving 2 casts each off the bat I killed all before me. I stopped bothering with weapons and troops, there was no point.