Although when you use a Sov spell, it doesn't show the difference in cost (free), and even though the spell is free, you can't cast it unless you have the normal amount of mana. =)
StevenRLynchAbundanceThatIAM
He used to work for SD, then he left amicably to go his own way, and SD has been helping a little in promotion of AtG.
Some of these bugs go back even further than LH. Frogboy seemed surprised when someone posted that old bugs were still there in this version. Time to fix as many of them are fixable I think, and then tell us if there are any that are problems with the engine itself (hopefully not too many). But we'll have to see how it goes. It is a bit disheartening, especially for the bugs that have been there since WoM or FE.
I agree. NO battles should be auto-resolved if you have auto-resolve limit set to 0 or 1. That's the way it was in LH, and with the great increase in damage/HP ratio, it is even more imperative that we should not have the option to fight manually taken away from us. After all, is this not a single player game when no-one else is waiting?
I think things are going well - out of all the things that could have gone wrong, only relatively minor things have, and the world economy hasn't crashed yet. We could have had several new wars at a minimum. The media always loves fear-mongering, and they've had to scratch and exaggerate wildly recently to even get any mildly serious bad stuff. Then, it helps that the only mainstream media I get is on the radio. ;-) I wish you all love and caring: read: I wis
SK, which has a relatively smaller trait list for heroes currently, had to fix this bug. It would be good if this SK bug-fix gets back-ported to LH.
Hmm, I don't think it would be too good if the game was basically over, say halfway through the counter rather than the full way through.
I think the key should either drop on the ground, or some note that starts a quest. That would be a fantastic way of dealing with it. =) Maybe if the lieutenant dies when attacking a city the key should fall on the ground (or it should be given to the player like any other reward from defeating something), and if the lieutenant dies from a shard or from outpost or town fire then a note falls on the ground which starts an interesting and reasonably involved quest. Being abl
I agree with Thormodr.
I think it is most likely that there were other armies that appeared on the square the turn I defeated the SK. But there is a small chance that the Kill spell used to kill him didn't trigger the death thing properly. It's one or the other most likely. Save game after SK killed, game still going... https://www.dropbox.com/s/a16v3a9max3ybxo/SKKilled.EleSav?dl=0 Save game just
Hmm. I can understand the difficulty of this situation. I'll see what develops.
Well, if you want to be flamed, it will definitely be arranged, but not by me. You make valid points. But I don't think the graphics scheme can be changed at this late stage, but a fair amount of ruins etc. could help the situation. And I agree about having in-built basic garrisons.
Frogboy said that if they ally with you, they will attack the SK on their own. If they ally with the SK, they will attack you on their own.
Were you able to fix the Amulet of Sorcery giving free spells (-130% Mana Cost)?
One quest I didn't like much was the settler quest - when you say you would like a pioneer to go settle another spot, the player's writer says how useless people in this town are or somesuch, and it was totally unexpected. I see this as being nasty for no other reason than you know you are going to get away with it. I haven't tried the other options of this quest, but I think all of the choices in this quest should have fairly neutral or positive text, because you are
I agree with the previous post. Especially the bit about "gotcha" quests - there shouldn't be very many at all of these. For me, none would be preferable.
So, what day is the first update coming out? And will the minor factions be functional in this update beyond "give me some archers or an item" every 20 turns? That would be fantastic!
I'm fairly sure that they do lose attack effectiveness when they lose members of the unit. Not sure what happens if you have a unit that is showing two members and then heal it back up to 3 - currently it doesn't update the graphic, but it may still update the number of members of the unit still functioning.
As I've mentioned in the "Sorcerer King: Week 1" thread, showing all the variables could definitely work if there's pros and cons to each one, which it seems there are. And if there's lots of content, it might not matter, say if you're always compassionate, because what you get from that varies from game to game. Question is, is sucking up to the SK when he questions you about your expansion counted as the "cowardice" stat? ;-)
I've somewhat changed my stance, if there are advantages to all options (as suggested in Reply #17). For example, if the "I'm coming to get you" said to the Sorcerer King gives you big bravery points, but makes you get attacked more fiercely, or you get some bravery for losing a battle, I can see there is a suitable tradeoff here too. I don't think we need to say which option is which, if it is clear which is the brave option, the compassionate option, the famous opt
I could see it working being visible, as long as there are positives and negatives for being cruel, compassionate etc (as is already in the game, cruel people get good items but suffer in their own kingdom, compassionate people get more help but have to forgo getting immediate items).
I think it would be best if all intangibles remain hidden, and you do stuff under the hood so that they're not worth the same amount every time you play and don't have exactly the same hidden numerical effect in different playthroughs (and the breakthrough number is different each time to within a range).
The Sorcerer King must be the bad guy, because he results in the destruction of Sir Kael. ;-)
Yes, units such as Trog archers or Trogs have a really high damage to HP ratio! They only have 3 HP per member, but boy do they put out the hurt if you can't get at least 2 of the 3 in the stack dead before they attack!
Well they seem to make sense for me. I know that if you have options that give largely positive or negative consequences, it certainly doesn't help the game if you know exactly what you are getting each time. Either all options (even compassion and fame) need to have negative as well as positive consequences, or it would be better to keep intangibles entirely hidden, and randomize within a range how much each option is worth each time, as well as the chances are for each outco