Why is Steal Spirit a life spell? Surely it fits the theme of death magic better. Does it make sense to anyone as a life spell? If so, why?
ben_sphynx
[quote] 7. In 90% of the cases, troops running away ends up being a bad move, and a great advantage to the player. It should go. [/quote] The times when running troops away might be good are: You are going to win the fight, and want them to survive for later. This does not happen in most fights against the player, but might be significant in AI vs Monster fights. Or the troops regenerate (trolls). Or the troops have spells they can use.</p
I would really like to see a starting situation where: 1 Initial troops that you can build are more effective in combat than initial heroes. 2 Starting monsters scattered around the world are strong enough to beat initial heroes, but are defeat-able by starting heroes plus initial troops. 3 Heroes don't just become capable of beating starting monsters simply by exploring; combat is required. I enjoy heroes becoming powerful as they level up.
When loading a game, cities are displaying the wrong unrest value. Going to the city screen corrects it. The problem seems to be Clerics; a two essence city will have the unrest 10 higher, and a 3 essence city will have the unrest 15 higher.
Hills need to be visually distinct from plains. (For movement) Forests and swamps need to be visually distinct from plains. (for movement) Swamps need to not look like forests. (for city placement) The terrain for quest locations needs to not look like a different terrain type. Don't have a forest background if it has appeared on a plains. Either just spawn the quest locations on appropriate terrain, or have them visually adapt to the terrain that th
Suggestion: Each Champion level up of one of the main magic skills (Fire, Earth, Air, Water, Life, Death) provides +1 shard of the relevant type, and +1 mana/turn. Based on Derek's criteria in https://forums.elementalgame.com/431875 1: Helps with the core focus of leveling Champions. 2&3 Helps solve the following problems: Casters are dependant on finding shards of the matching type C
The outpost upgrade 'Warden' sucks. I've had quite a lot of wardened outposts destroyed by wandering monsters, that seem to totally ignore the idea that they cannot enter. And an outpost can be a big investment when you only have one or two cities. I would much prefer if the hardest monsters did not wander around and trash outposts and cities in the early and mid game. I would like to see the strength of wandering monster groups increase as time passes.
Well, I tried 5 different versions of C++ redistributables, but your one actually works.
Well, I've tried the update patch with my previous install, and the exe would not run, then the main download twice, both times it says it is corrupted and wont install. Trying it via stardock central next.
I can provide a log from sxstrace.exe if it would help, but I dont seem to be able to attach files to posts, and it is quite long. I could send it to an email address, if that would help matters.
When installing the patch update, after installation, I get the error: The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail. Any clues? (And I would need direction to find an application event log). Downloading the larger installer instead, hoping for a better result.
Yes, the problem is not that we want to do it, but that the other choices are SO much worse. Tax rates and the matching unrest is something that really needs attention, so that there is a benefit to each tax rate, and thus a meaningful choice between them.
IN agreement with joasoze; if the path of the governor trait allowed the hero to gain xp from the city building or training things, that would sort the problem out.
It should default to zero tax. It always annoys me when I realize I have hit turn a few times without setting zero tax.
It would be interesting to see faster-cast traits that reduced the number of turns required to cast spells. Would be nice to make some of the 1 or 2 turn spells into instant ones.
I had tamed a big spider which had a 'Daze' ability, that never worked when I used it.
Comparing it with fireball... which is generally less useful than flame dart, which is part of the problem. It seems strange to me that once you get the rank 2 fire, there are now no other damage spells to look forwards to by leveling up magic skills.
It is irritating how much of a nerf it is for any given spell being 1 turn rather than instant. The vast majority of spells that have a cast time might as well not exist. I think we need fractional cast times for them to be balanced.
Played on Hard, with a medium map, dense monsters, magic and resources, fast pacing. Well, I actually won a game. That makes a change - normally I stop playing long before the end due to there not being any challenge. Accidentally won via the quest of mastery - there were some dragons to kill, and my heroes did just fine, although it would have been an easier fight had I had mana available for it. I was playing Pariden with a channeler wit
I like the idea of Pioneers costing a significant amount of population, it might be a good way to cost them. I would also like to see more buildings like the Arena that let you train up units and heroes that are on guard duty, and heroes who are not out questing. At the moment, having a hero sitting in a town feels like a waste - they could be out there killing monsters, getting harder, acquiring loot, and basically progressing your game. Sitting in a city shoul
Titans breath knocked one of my units outside the combat area. This meant that none of the enemies could target him, and the game failed to progress past the turn of an enemy archer.
It's annoying. I recommend turning off the setting called 'Auto Select Next Unit'.
I do like the heroes that I have leveled up much better, and the ones that start at high level feel sort of impersonal.
If it is a feature, then it is one of those features that feels like a bug. When one uses up mana to kill things, and then get the feeling that you have been robbed of loot+experience as a result, well, it certainly feels like a bug. That said, War of Magic did have a number of features aparently designed to make you feel cheated.
Is there a way to see if your units have moved yet, other than selecting them? If there is, it needs to be clearer. If there is not, then it would be a realy realy useful thing to have. Every turn I tend to click through some of my units several times in an effort to not click turn when there are still units to move. It would also be useful to see which ones have a path allready set up - I dont need to bother moving them if they are allready on a route t