We are pushing the patch for about one week, as we would like to take a close look at the suspicious AI behavior and fix couple of other issues reported during the weekend. It is also very probable that we will add the Polish and French languages.
Too deep? I'm really intrigued by this game, and would love to pull the trigger, but have a few concerns about my ability to bond with it. I love tactical games, particularly in a fantasy setting, but tend to favor them a bit on the casual side. I'm a big fan of the easy to pick up, but impossible to master style of strategy game. From what I've seen in this thread, there seems to be a lot of depth to this game, which is welcome, but also a steep learning curve and a lot options to memorize. So what do you guys think of balance of investment : fun? Too much? Just right? Quit being a p*ssy and buy the game already?
Adding french language ? Amazing ! Now ill be able to show my wife how to play # Ill be honest, this is not a very "easy to pick up" game, i highly recommend reading the manual before playing. There is one point id like to highlight though : on easy, the computer really is EASY, that allows you to make a lot of mistakes without hitting a wall, so if youre the kind to not mind learning over time, the depth will be way lighter. Also if you ever played civilisation or heroes of might and magic youll have a much easier time at learning the basics. Last point : we are always happy to help in the forums here, never hesitate I would recommend that you buy the base version at 13$ to try it out, worst case scenario you might not feel like double dipping to get the other 4 races and planes (game totally playable without, doesnt hinder the experience) and still see something fresh, best case scenario youll be like us and love the game to bits !
n00b question Say I want a spell that is tier 4 Earth but is of the protection school as well. Will 2 ranks in earth and 2 ranks in Protection make it accessible for research? Elemental armour for instance fits that bill perfectly. Pretty sure the question has already been answered but I appreciate the clarity in advance
Short answer to that question Lickzy : Yes. Taken straight from the game manual : Any combination of circles that add up to the correct tier will give you access to spells of those circles and tiers. For instance, Fireball is a tier three Fire/Destruction spell. Any combination of Fire and Destruction that adds up to at least three will give the player access to Fireball. So, if you have three tiers in Fire, or two in Fire and one in Destruction, or one in Fire and two in Destruction, or three in Destruction you would potentially have access to Fireball.
Just finished my first game, humans on smallest map with just two planes and two opponents. Things seemed fine--I had a bunch of spells researched, had a few heroes including one that leveled up once, and was starting to train good units--until around turn 200 when a huge volume of titans started walking around and decimating my towns. I moved my best army around to recover the towns but it was a slow whittling down until it too was gone. Is this an inevitable awful part of the game for titans to go berserk so early so that players play more rushedly? Did I do something wrong and trigger them or was this a random event that would have worn out had I held out a bit longer?
I am pretty sure this is a random event, maybe with higher probability in later turns. Only read about it, never happened to me so far. And more than one Titan? Ouch, that's brutal. Your best bet to kill them would be the Darkelf Mages with Doombolt, I think; but didn't check if any of the Titans is immune to it. @Lickzy: The requirements for Enchants are in the manual
One of my first games, a single titan appeared. It rolled me. My thought was "omg imagine if this was a multiplayer game, how chaotic this could get!" It's going to be awesome.
Super hero build destroys Titans like nobodies business. Don't even worry about invulnerability. Any non-caster hero can solo multiple planes without issue. It's the only way I play now. Nullzone and Jenman offer great guides for superhero builds that involve upgrading units. I just use mentor to get a hero to start the game with and then I'm off to the races.
Mine can't. Mine were glass in my first game and are still glass in my second game. Sounds like those strategies break the game--it shouldn't be necessary to take such artificial steps to win--and like I need to learn better strategies. Master of Magic had many viable paths to victory so so must this.
I guess it depends on how you build them, starting skills and perks and some luck with research. It can certainly be game breaking depending on your play style you definitely make yourself quite vulnerable in earlier turns. You are definitely correct in the viable paths. The spell of domination works to satisfy victory conditions as does an army (or multiple) sieging city after city in the pursuit of glory. Play whatever works well for you and the most fun. Personally, I like having a dual wielding hero that can solo the most fortified of locations without so much as a scratch. If you'd like some input on schools and perks for a super duper hero build I can happily share.
I let them hit me. They usually miss or do very little damage and I counter attack them. I play: 7 Protection for Circle of Protection Immediately 4 Augmentation for a variety of buffs (eventually) 4 Biomancy (solely to put the drain life ability on my weapons) All negative disciplines except the one impacting population growth Enchanter - I cast a lot of enchantments Warlord - Hero caps out at Level 17 Alchemist - gold becomes mana always Mentor - starting Hero Archmage - spell craft boost
Guys, super busy with work, haven't been able to paticipate in discussions.... But wanted to say I am LOVING the past few pages of the forum. Sharing strategies, dev stating that they are on a hot path to solving high turn AI bugs; much thanks and great hopes for for this amazing game. I'll be trying out some new strategies this weekend, promise to post game summaries of successful games.
Has anyone else seen any irregularities with hero damage? Or the unit information displays? Hero damage: In my current game I've got a hero whose weapon max-damage keeps going from what seems the correct min-max - 5=11 - down to 5-4. The result is that she does 5 damage with each hit. This held true for the weapon she came with and with both enchanted melee and missile weapons. Un-equipping then re-equipping the weapon resets the damage, but then it goes back down again ... a few points at a time, either with each use or, each time I leave the unit info then go back. The hero is the rogue Kathendra(?) Dire. Information display: The lists of special effects/spells on a unit (things like Immunities, spell resistance) are fairly often "scrambled." Overlapping, and some seem to repeat. This has been the case since the last patch.