I've noticed something that might be related with the armory improvements, available in fortresses, only improving blunt defense, instead of all 3.
Emperorjarin
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?
Norton is an idiot. I say this as someone who has Norton on my computer. You did the right thing.
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.)
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.
[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?
[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
Good catch. I've seen that in previous iterations as well, though lately I've been playing with Altarian enchanters and just giving my mage henchmen the actual books.
[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
[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
[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
This has been around since they were introduced, unfortunately. Hopefully it will get fixed before release.
[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.
Another option: your prestige is the max number of cities you can found. That way, city spam can be addressed without severely nerfing outposts.
[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
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.
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.
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.
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.
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.
Bloom of Spring/Twilight is the name of the spell, for Kingdom and Empire factions respectively.
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).
No, the Disciples are usually pretty good at spreading around their antimatter from what I've seen, though they tend to prefer frigates over cap ships without proper micro. The biggest issue is that Drain AM only works on frigates; it won't drain a titan or cap ship, which is too bad.
I like this idea; kind of reminds me of what DS lore talked about doing, though I didn't really know about it until after Rebellion was in beta.
I just had weird luck. This is why I should not speculate when only having attempted one game. Herp-a-derp.