The beauty of Sorcerer King's economy in general is simplicity: the logistics/food/production paradigm eliminates the need for gold and deeper city management, yet still requires strategic choice. You can't have it all, but what you can have is very easy to understand, and your choices simple but significant. As you said, the supply of crafting ingredients limits spamming great equipment onto every unit. In other games, it might add depth, but SK seems to be making a smart, co
davrovana
I love this idea. JUST ONE PROBLEM: Even indifference should have some positive consequences. If you are encouraging ROLE-PLAYING, then just having a 'right' and 'wrong' answer doesn't reward being your character. Your sovereign may have reason to be indifferent, even in seemingly dire situations. Would not a zen master sometimes seem uncaring? I think being brave should have a downside, as well as benefits. If choices have only expected consequences, there
[quote who="AlLanMandragoran" reply="1" id="3500323"] I wonder if the developers added a "dampening effect" to the entire SK battle it would help. For example, since the fight is at the SK home location, all damage is reduced by 1/3 or 1/2. The boss fight needs to feel more "bossy." What if he had a trait that would sometimes cause random things to occur like spells fizzling, etc. Just some ideas to throw out there. [/quote] I think his initiative should be doubled. His spel
Tattyhat is not a douchebag. He is my hero.
The game only felt repetitive for me after 4 games.Part of this is because I find myself facing the same enemies, over and over and over. One neutrals are active, you'll be attacked from different angles by different opponents every game. Also once different sovereigns are on, playstyles can significantly differ. As parrotmath said, add in random maps and just finding the SK will add variety. Another part of the repetition solution is the late game, or closing in on the SK
Not sure I agree. As it is, there are few enough settlable spots that getting effectively unlimited logistics won't happen (spells that make land colonizable might change that). Logistics is precious enough that building your own units might be preferable to paying for gifted units, thus muddying the advantage of bringing on allied factions. One the neutrals are 'turned on' in the next update, I think this issue will become clearer either way.
I agree that the logistics cost makes the choice to build or not build interesting enough as-is. HOWEVER, insta-build trivializes the destruction of thee resources. Thus when the SK's units ruin your metal mine, there is little consequence. You just click build again, and problem solved. Adding a 1-2 turn build time would give you more reason to defend your resources. Outposts are already effectively invulnerable as it stands.
Also happened to me. Save available upon request.
Just finished a game on normal, now that I have a hang of the game mechanics and strategy. The Good: -Now that paladins work, I appreciate the roles of each unit more than ever. -Casting sovereign spells really is fun - even dinky soldiers can take on a stack of grouped stalkers if my sovereign has the mana to support the doughboys. I used to mind losing a turn to cast, but now it almost seems right. -So many quests! -Ships!  
Revolt- target SK monster lair joins you, and assaults all nearby monsters as long as the lair survives Wall Of Rock- target shard is surrounded by mountain, leaving it impervious to wandering SK monster attacks but ineligible for shrine-building
How about an earthquake spell that destroys a neutral faction (you support the sorcerer king? see ya!), but with a chance that other neutrals not yet forced to choose will in fact choose the SK over you. Sort of the like the 'plant nuclear device' option in Civ II - you can wreck a city but the whole world hates you for it.
[quote who="Ericridge" reply="8" id="3500190"] Open a portal for titans to come play with us. [/quote] Great idea!!!
I reported this. I think someone said more spells are coming as Early Access marches on.
Canonically, Relias cast the spell of making to win the war of magic. Since in FE everyone is rebuilding it, my guess is Relias built a new version. So there are two of them, one in the east (original) and one in the west (new version).
Just got the latest update: -GRAPHICS ISSUES FIXED! My computer can run this game now! I am guessing those problematic textures were taxing my pathetic on-board graphics card. No more cloth map only, and I appreciate the graphics a great deal. Not sure why everyone thinks the graphics look childish - exaggerated and cartoon-ish graphics go along with the exaggerated and cartoon-ish themes of the fantasy genre, no? -Minor factions seem even more present on the ma
mayahana, you are clueless. A huge part of PC gaming growing while the console market has slowed is because PC specs have become so much less a requirement in enjoying PC gaming, PARTICULARLY for indie gaming. Brad of course will make his own business decisions, and you're welcome to share your perspective, but suggesting everyone should invest their money like you do, or that everyone has the time/knowledge/interest to install PC components, is just thoughtless. Maybe you
The neutral factions may provide heroes in some cases.
wrote a review.
I did like the 'trading card' like system in FE. Every level gives a random set of possible abilities, and choosing some lower-level abilities allows the next highest to become a possible choice for the subsequent level-up. "Uncommon" and "Rare" abilities sometimes could appear as choices. Leveling up was sort of like opening a booster pack of Magic cards.
I agree that Sorcerer King's level-up tree is at least a little bit too small. Heroes might gain experience too quickly, also.
Dynasties IS a diplomacy overhaul, I think. Based on what I have seen in the xml, intermarriages between children, protecting children from harm, etc, affects diplomatic standing (or rather it did in E:WOM). I'd pay $20 for dynasties alone. Particularly if champions can become spouses, and that affects what the children will grow up to be. I'd love to see the differentiated tech trees, assuming balance is well considered. As far as different types of damage dif
I see huge potential here, for the game and for modders. Did you say you're going to make the editor available on release? That'd be sweet. Imagine opening up other win conditions based on extremely brave, extremely cruel, etc. decisions...Or if not that far, giving you a way to find gate keys without attacking the lieutenants, or creating a teleporter right to the sk's gates.
Scott- This file is from a game where I repeatedly trained units that came out at level 1 (two cities had warrior's aura). Let me know if you need a save from the turn before training or turn of training one of these units, I'd be happy to load the game back up and set up a more specific save.
In my third game so far, Vetrar was wondering around my territory. I was on my way to engage him, already having killed Aegethon. But then something strange happened - Vetrar got near an undamaged shard I owned, and he decided to attack. He moved to its square, I got the 'shard under attack' message, and the shard took well over 50% damage. But Vetrar, like all other monsters that attack shards, was gone. Where did he go? I think he was just 'deleted.'
I am training units from a city with this enchantment, and they pop out level 1 (advertised as +2 levels, should be level 3).