Emperorjarin

Emperorjarin

Joined Member # 3775555
28 Posts 394 Replies 9,420 Reputation

I noticed today that the General trait only increases cutting damage, not pierce damage (haven't tested blunt). I also noticed a similar problem in vanilla, where the armory buildings only increased blunt defense instead of all 3. Maybe related?

856 Replies 2,042,212 Views

I approve of your spell ideas, other than the drake. I don't think that something that powerful should be available to summon at level 9. I do, however, think all the shrills, including the shrill lord, should be available to summon. Shrill lord should be unlocked by any combination of two rank 5 elemental magics (i.e., fire 5 and earth 5, water 5 and air 5, water & fire 5, etc.)

9 Replies 8,588 Views

Also, seems your trait letting non-Altarian races use Henchmen doesn't work. On the plus side, Altar can still build 'em, so presumably custom factions using their blood can too.

856 Replies 2,042,212 Views

[quote who="Glazunov1" reply="66" id="3222047"]Sorry to hear this. I wish you the best, and hope your Grand Tour is a short one.[/quote] This. Also, just found the Scroll of Fortune vanilla item, unable to be used (normally permanently increases your income by +1 when used). Intentional change? Or a bug?

856 Replies 2,042,212 Views

[quote who="Chalkbot" reply="11" id="3221536"] If this system was implemented, wouldn't you have to rebalance the higher level spells to account for the fact that you could gain access to them very early?[/quote] In a word, no. The spells are (or at least, should be) already balanced around the idea that you can acquire them at their earliest possible opportunity (which seems to be 2x-1, where x=spell rank). The problem is, there's no guarantee that your archm

15 Replies 5,776 Views

[quote who="yankeefox" reply="9" id="3220668"]would groups of say three automatically start with the ability to kill 3, while groups of 7 would start with the ability to kill 7?[/quote] Correct. I really like this idea, though I think it'd be fine if spells continued to damage multiple units as is. I'm finding that mana is a very limiting factor at the moment, even with dense magic setting, and that (Death magic excepted), magic is in a fairly dece

36 Replies 24,093 Views

[quote who="GFireflyE" reply="22" id="3219031"]Zero exaggeration. I keep 'notes of significance' when I play my games (see my game threads). My jaw dropped when I leveled after only the one kill. The fact that it was consistence with the next hero I hired was even more concerning. I didn't think I had potential on either champ. Does Gilden start with potential? My city leveling was the biggest shocker though. Had sovereign's call cast, so I was gaining 3

38 Replies 13,886 Views

[quote who="marxeil" reply="10" id="3220528"]Its not 'right besides someone else's borders', its 'right inside someone else's borders'.[/quote] I really really hope that's a bug. In previous betas you weren't allowed to build anything within enemy territory, and this beta has been a bit wonky as far as where the AI can build outposts (sometimes they ignore minimum build distance as well). Building something

13 Replies 5,522 Views

[quote who="myosin2p" reply="6" id="3219962"]Is it possible that these outpots were built by two different AI, and that one of them was captured?[/quote] Even if that were the case, the AI should still not be able to build so close together. Human players cannot build within 3 tiles of any other outpost, regardless of who owns it. The AI should be beholden to the same rules.

7 Replies 2,072 Views

[quote who="Supreme Shogun" reply="21" id="3213805"]IIRC, the magic outpost spell has a mana upkeep. They will still have an advantage, but you could say mod that to 2 or 3 mana per turn instead of 1. That way it's not unlimited.[/quote] It's only a flat 50 mana cost, no upkeep required (same as with other outposts). Pariden outpost spam is already pretty effective once you get a decent mana income, and with the changes suggested by the OP, would m

22 Replies 13,526 Views

For basic walls, I agree. No matter how pacifistic your city is, in a world like Elemental, you're going to at least have some palisades up to try to ward off the darklings. I do think, however, it's totally fair to limit all non-fortress cities to only the most basic walls, allowing fortresses to fulfill their role as being the bulwark of your military, both offensively and defensively.

7 Replies 6,273 Views

I've been using medium maps, trying to stick as close as personal taste allows to the default settings during the beta, as I believe most people will start using default settings. Once the game's released, however, I'll probably play between medium and large maps.

70 Replies 39,483 Views

It's not a problem with the champ herself, it's an issue with the staff. Ranged weapons have had problems like this as long as I can remember, in one way or another. Hopefully they'll get to the bottom of it before release.

1 Replies 1,392 Views

I had assumed their AoE was their influence radius; 2 tiles for most outposts, 3 if you get the ZoC upgrade. It's quite easy to visualize from there with the grid turned on.

1 Replies 2,323 Views

There's a bug ATM where, if one of your cities is attacked by more than one stack in a turn, the second stack's attack won't go through, and the turn won't end. Not sure if that's what you've encountered, but I found that bug yesterday, and had to quit a fairly good game because of it.

5 Replies 5,652 Views

Another bug, that was mentioned elsewhere on the forums: if more than one AI unit attacks the same city in a single turn, the game will not register the second attack and becomes "stuck" (orders can be issued, but you cannot start combat and the turn cannot be ended).

2 Replies 6,684 Views