[quote who="Belwolvie" reply="2" id="3234140"]I sure hope so, I was just kind of messing round in this game, had a great start and poor Magnar kind of got blocked in so maybe he was bored and trying a bit of area decoration with Outposts. Magnar: "Minions you know what this area needs it needs some outposts, one there and what the hell put 2 over there, now let's see how it looks........ Yes, Yes I like it."[/quote] Haha, now that you put it like that suc
cardinaldirection
[quote who="Bobofett" reply="2" id="3234136"]Same here, had to walk to there cities to initiate contact [/quote] I found clicking on another faction's units and selecting Talk to be effective as well.
[e digicons]k6[/e] Nice to know I'm not the only one who feels this way.
Despite the controversy, I would like to thank the developers for considering both powerful lone channeler and large army commander playstyles, and ensuring balance so that they are both viable.
[quote who="Bobofett" reply="6" id="3234004"]ANd whats up with beaches? It kinda bugs me that the whole world is one giant raised terrain.[/quote] An effect of the cataclysm perhaps? I could foresee sea travel being introduced in an expansion.
+1
Custom hotkey / mouse / camera configuration please [e digicons]:)[/e]
I can confirm that the icon for the workshop in Farcross does indeed disappear after being constructed, but the workshop in Keeran's Hold is as it should be.
I find the most important info lacking when attempting to choose a city type is which buildings each one will enable down the research paths.
[quote] [Suggestion] When you obtain loot and are given the choice “Equip” and “Okay”, the “Equip” options should open the EQUIP window so that you may equip the item. It should NOT equip automatically without telling you the difference you have in stats.[/quote] [quote] [UI] On the left side of the screen “Quests” is cut short…”Que…” Can we fit that ‘s’ in there so we don’t need that “&hell
Wow fixed and quite effective now, my mistake [e digicons]^_^'[/e]
[quote who="Kongdej" reply="2" id="3233402"] Quoting cardinaldirection, reply 1I found Lucky to be ineffective as well. Its far from... 25% bonus to dodge and accuracy... works on heroes too, having the Krax fortify ability this is a beast. Sincerely ~ Kongdej[/quote] My units did not appear to receive any bonus, will test again.
I found Lucky to be ineffective as well.
[quote who="sratner" reply="10" id="3233232"]Nice. And all this time I've been re-selecting the pier until I get a rotation with the boat in the water. [/quote] You weren't the only one [e digicons];P[/e]
Hah, from Imbue Champion to Steal Spirit: a fascinating twist in game mechanics.
[quote who="Derek Paxton" reply="6" id="3233137"] We have some other UI stuff thats higher priority. But it is on the list.[/quote] Can we add to that list including the buildings that are permitted via research to the hovers for the city types?
Hovering over city types on city level up screen needs to show buildings permitted via research as well. Current Research selection should only be changed if a new one is clicked, not just by flipping pages. It is too easy for one to accidentally change what is being researched while browsing through the Govern menus. New in 980: Cursor does not
[quote who="Gaunathor" reply="8" id="3233069"] By the way, would it be possible to rename the ranged staffs to wands? That way it would be easier to differentiate between them and the melee staffs.[/quote] +1
No ranged weapons seems contrary to your thesis.
[quote who="Kongdej" reply="6" id="3232914"]At some point I hope they give us a list of all these keyboard shortcuts [/quote] Or better yet, customization of them.
Your save file might be useful to the devs.
[quote who="taltamir" reply="19" id="3232613"]I am going to try out something in 0.980... I am starting a new game with many wildlands and dense monster frequency. The opening video gave me the idea. It shows how we have to fight the elemental lords for every scrap of land. I WANT TO TRY THAT! Where you can't get a single settlement without fighting to conquer the land from the elemental lords. We might have to try a mod for that (where literally EVERY INCH of the ma
[quote][Tweak] When I open up the ‘build’ menu, the topmost improvement is STILL highlighted for the auto-build function. Maybe you don’t realize, but this is SOOO annoying, as it makes for accidental builds all the time. Please remove the highlight, making the player have to click the improvement he wishes to build, even if it’s the topmost one.[/quote] Another solution is to limit the click area for the placement of buildings to the actual loca
Levels should require more XP on harder difficulties.