Cj, there are troops that can transport/scale walls. I play dark elves and they have some Once an enemy no longer has a ranged/magical attack, they will go thru the gate to melee
Thanks, all. Does this not render the ownership of walls fairly pointless? Eventually the enemy will come through them to meet you? I am playing on the easiest level, so maybe I'm missing something.
re: Townwalls any use? The AI does not make optimal use of townwalls, even on higher difficulties melee units come out to fight you sooner or later. I have no idea how much work it is to improve this; that's something only Wastelands can answer. But, to note, I had more than a few fights where my army was melee-heavy, and I took way more losses than needed because I couldn't blast through the townwalls, or climb/teleport/fly over them. For human players, townwalls can have their use, though: One, you can funnel enemy units into attacking you only one or two at a time, instead of coming at you with a full frontal assault. Especially if your garrison primarily consists of ranged units, townwalls can make your live a lot easier: they do keep the enemy from reaching your squishie shooters. However, take what I say with a grain of salt: So far, I never use townwalls even on hardest difficulty, as I prefer to have strong enough - and mostly mixed - garrisons to be sure I win any fight coming my way. When I start playing again, I intend to change that: with mostly ranged units as garrisons, townwalls should make a difference.
I've got final changelog for 1.2.5 The patch will be send today. Fixes: - Achievements - Units standing on Circle of Protection are now correctly debuffed when battle ends - Wall of Fire wasn't dealing any damage - Thunderclap and Static Charge no longer ingnore saving throws - Issues with previous/next slot arrows when equipping items - Forgotten Camp's description - Issues with Recall Hero spell - Duplicating spells in hero's spellbook - Problems with something that looked like super-sized mithril cart - Issue when autoresolving combat after charming enemy units - Issues with escaping units during autoresolve - Typos - Incorrect rounding of unrest in cities - Issues with casting a combat enchantment in multiple battles - Issues with multiple spell infusions - Infused spell description in spellbook (for damage-type boosts) - Autoscouting - Expanded city radius - Disembarking on city tile - Nature's Eyes now correclty update visibility range instead of exploring tiles - Spell resistance description ("A succe" on skills panel) - White text in white system keyboard (android) - Animation speed was increased by 1 every time options panel was opened - Issues with power saving toggle - Disappearing unit when casting unit enchantment if another unit in target army already has it - Guardians were not saved/loaded for Altar of Titans Tweaks: - Added Polish language support - Increased momentum on all draggable panels - Added tooltips for offered spells and items in diplomacy panel - Hero's icon on level up panel will now open full unit panel - Added tooltips for spell circles on mirror panel - Added notifications for enemy planar, lord and global spells, siphon constructed/converted - Grey Mages can now destroy walls - Skills tab colors - Scrollable panels can no longer be dragged beyond their limits - Several gui tweaks - You can now rename cities (by tapping on name in cities panel) - Added locate button for cities panel
Awesome sauce ! Just to make sure "problem with spell infusions" thats the boost bug i was referring to right ? Every single bug that hindered my experience so far look like they will be fixed, good job guys ! As soon as this patch hits im losing a part of my life in this game again.
Explorminate offers up another article on mobile that talks about Planar Conquest some more. It seems as if not all the writers there are unified as it appeared. This author seems to like PQ more than the others: https://explorminate.net/2016/05/13/mobile-market-machinations-an-exposition/
Minor Rant First: I'd rather live in a world WITH PQ as it is, than live Ina world without it. That being said, here's a couple of minor annoyances: 1). On hero level-up, there's not enough info about the spells offered. Eventually, I'll know what all the spells do, and this will be moot. 2). When I am attacked during AI turn, there's no info about WHERE I'm being attacked. At least put the name of the city being attacked in the battle opening screen. 3). Select/deselect of units on the strategic map is cumbersome. Manageable, but way too many taptaptaps. 4). Same for casting spells with non-hero units in combat. I use many spells repeatedly, and would like to see a hot bar pop up when I select a unit with casting. E.g. I always use doom beams with weavers - could I have a "doom beam" icon pop up when I select my weaver? Also, once you cast a spell, the next unit isn't auto selected when you're done ( like it is when you just use a wand attack). FYI, it takes 8 screen taps to cast a spell and get on to the next unit. 5). When trading with the AI, and they offer up a bunch if items, there's no way to see what the stats on the items are, or even what they're worth. 6). When considering buying items from the inn, there's no way to see what the stats are on items before buying them. If it's supposed to be like gambling, then make them all cost the same. 7). The combat log doesn't tell you what spell was cast - only type and amount of damage that was sustained. 8). Finally, the name of an item ought to reflect its stats. "Robe of Energy", for example, ought to have + mana, not "pathfinding" or "flight" (see 5 & 6 above) There's more, but you get the gist. Thanks.
From the latest changelog: - Added tooltips for offered spells and items in diplomacy panel Maybe this will help in a new build.
I'd like to see advancements in the AI trading. They seem to reject mostly everything, even when it is completely advantageous to them unless totally free. Additionally, it would be nice to see more ease in forming alliances.
Teleport? Could someone please share with me the name of the enchantment/spell that gives a unit the ability to teleport around the battlefield (tactical)?
Awesome. Thank you for your team's hard work. And a gentle reminder to everyone to post bugs, improvement ideas over on the dev forum, and we can continue to have changelogs like this!
I do have one small thing id like added to the game : It would be nice if we could pick a picture from our camera roll for the "create your own sorcerer lord" option, instead of having the premade pictures. Nothing necessary i know, but itd be nice.
Winning tactics for heroes Hello to everyone from Russia! One tip: You can take out even the toughest stacks of non-ranged units with a single hero. Just cast One with Earth (merging) on him and give a good ranged weapon. Then teleport each turn to various edges of the battlefield and shoot. Non-ranged enemies will lean to you in vain. When you run out of ammo, retreat (it's easy with One with Earth) and get back - the units will have their health not recovered, and you will have full ammo again. This way you can beat several fire dragons with a single hero without getting a scratch!