@ Azunai: For extra fun: Play a custom Ironeer faction with Wanderlust, giving them better swords. Combined with early plate armour, coming from a fortress with an infirmary level 3 upgrade and some wargs you get basically incredibly tough guys (you get like, +3 hp per level, its gets very very funny, even if someone hits you you basically just laugh, unless its a dragon), that can still attack for half damage and stay defending! (Ironeer guarded
Mightypeon
Hi, I wish to propose a general suggestion to perhaps further improve champions: 1: Certain racial perks giving access to weaponry reduce the purchase cost of such weaponry or items. For example, assasins not only get more things, they can also get them cheaper. Hero items for Master Smiths should also be cheaper than for non Master Smith races 2: Certain racial perks could also give access to a Decalon like skill buying mechanic. Master S
I for one like the new rules for units. Both MW Chain and Light plate are quite equal now, although one should definitly choose one of them. With Masterwork Chain, you can later upgrade basic chain units for MW Chain, and will never touch the "Plate skills" armour in unit design. With Light Plate, you start with Plate units which will eventually upgrade to heavy plate units. What should be done however is adding more armour choices on the leather tier (so you get
I would certainly be in favor of unrest from cities somewhat depending on map size, or a combination of map size and remaining players.
They do, I observed an AI settling on a 4/3 tile. When I conquered the place it was 4/3/2.
Hi, first of all, 0.85 is a great balance improvement over 0.8! No longer are Horsemen with Spears and charge the best thing ever! I am also liking the added choices for level 3 forts, +2 initiative, +X hitpoints or charge and a defensive catapult? All of these are quite valid, although I am currently playing a Gilden custom race that is greatly amused by the infirmary, which leads to very very sturdy units (+2HP per level? so at level 6ish a random guy will have 30ish
I would still be interested if it is possible to crowdsource AI unit building. I do not know if and how the AI does units, but first designing a unit, and then giving it an AI interface like "Build in low crystal high metal conditions, build if enemies have high defence and low dodge" but be pretty cool.
You could also increase magic to dense on map creation.
What about giving all Tarth units an "escape" spell with a casting time of 1 or 2?
Also, Horses are basically free, and horse + charge + extra initiative + finesse with a spear and some leather armour gives you a trooptype you can literally use all game.
Well, yes, in theory one could just give Golems a move of 4 thats true.
Hi there, after investing about 30ish hours into legendary heroes, I would like to provide some detailed feedback: 1: Heroes: In General, skill tree and the random trait gain from Fallen enchantress both have their charms. What about combining both? At each level up, you get to choose between some random gains (these could also be stat gains) and place something on the skill tree too. I believe this has already been suggested sever
Hi, I would propose to give units 2 different movement traits, one gouverning tactical movement speed (in a battle) and one gouverning strategic movement speed (on the map). The reasoning is that how quick you are in a battle situation does not have a whole lot to do with how quick you can cross long distances on a forced march situation. Golems for example arent very fast, but also dont tire so they could move quickly strategically but slowly on the tactical field.
Thats great parrottmath, I will not heavily mod a beta myself though since that limits the usefullness of my feedback. The moddable seems to be very very nice though! I did some modding for dominions 3 and should be able to mod this Legendary heroes quite nicely.
The Wilderness allies exist to boost military score a bit and to give you some free secondary armies. They also generate essence around them! And thats about it :)
Hi, I want to make the following proposition for upgrading resource nodes: As opposed to the current system, where upgrades always just give you the resource, one could add a choice. For example, horses could either be bred for war (like now), or be used for meat (extra food), or be used for production (extra production). One could also use metal resources for industrial purposes, as opposed to solely military ones. For shards, it could perhaps be
The Beastmaster is still cool because it helps a ton early on (and allows you to rex a lot), you can very quickly get secondary groups going (for added heroes) without needing any serious build time, which means that your actual sov gets some trained troops that focus on hard stuff, while whoever else you have in your army takes out the many weakish monsters. 30 mana for a not too bad free unit can be quite OP. Also, if you think only cave bears are nice:
Ok, the current functionality is: Squad Sizes go from 3 (start) to 4 (Cooperation) to 5 (Squads?) to 6 (Companys) I would be in favor of adding an extra level somewhere. A rough and hopefully simple proposal: Infantry: 3 to 4 to 5 to 6 to 7 Cavalry/black widows: 2 to 3 to 4 to 5 to 6 Golems/Harridans: 1 to 1 to 2 to 2 to ?3? (I think 2 Golems should be plenty, the balance of 1 golem vs 3
Let me write out the sugestions a bit more: Right now we have two concepts. A) how much goes into one unit B) How much goes into one army My suggestion is largely about A). B is I think less dominant, the afromentioned 9 dragon army only kills one army per turn, so one could just slow them down while otherwise taking the 9 dragon empire elsewhere because they have all their eggs in one basket. For unit sizes, I propose the
@Azunai, you are to an extent correct, indeed heroes already pale quite a bit at masterwork chainmail, however, by the time I am at masterwork chainmail I propably have won the game already. It is however, somewhat disheartening that even my pseudogilden (Gilden Blood, Wanderlust, Lucky, Enchanters, Weakness to Magic, Defensive) warrior souvereign is not capable of being even close to trained mid-late unit damage or endurace wise.
Historically, the issue with horses was that they drink a lot and eat a lot of stuff. Especially in a post apocalypse like world, getting the food/water for those horses would be very difficult. I dont even want to think about the real life implications of using carnivorous wargs as mounts. Of course Horses could also forage better... I think a good solution to horses is to decrease the number of guys if you pick horses, for example, if you
+1, or one adds a size mechanic, meaning that you get less Cavalry per squad than infantry. This would give infantry a distinguished role.
Frogboy, that not getting paid stuff sounds incredibly harsh. A pity you arent based in Germany or one of the Scandinavian countries, you can get something like "Process Fee assistance" if your case is deemed likely enough to win, and then the state pays your lawyer fees (which are also much lower than they are in the Anglosphere).
Greetings, I would wish to make the following balancing suggestion: Each unit gets a unit size. For a human, that unit size could be 1 or 2, for a Golem it could be 3 or 4, for a dragon it could be 10 etc. If your max group size is 4 (cooperation), you could have squads of 4 humans or squads of 2 size 2 units. If your max group size is 6, you could have squads of 2 golems etc. I also find it worthwhile to add "Global magical creature squad size i
The easiest way to get Summoning viable is to summon groups of weaker elementals. This could be based on "unit size", so getting a number of ice elementals (human sized) in a stack is fairly easy, while getting several Earth Elementals is a lot more tough.