I have found the Lilith Doomshard in optional quest. She is level 6 dark-elf sorceress (so needs mmore exp for levelling), but has exactly the same characteristics and the same staff as my level 1 Meharva Darkshade. So what's the point for such reward?
@yury: At lvl 6, she should have something more than your lvl1. If they are really completely identical, it could be a mistake. Can you send screenshots of both Sorceresses to [email protected], so Ben and Pete can check?
This is exactly what I wrote about a few pages above, but my Sorceress was at Level 3 then. The 6th level one is therefore a useless character in my view, as she does not have more slots / APs too.
Compared them one more time: ok, they are not identical, lvl1 has 12 HP, and lvl6 has 18HP, so +6HP differences between them. Seems quite useless anyway.
None, other than the graphics. And even there, I miss seeing colour. I think the quoted review nailed most of the problems. One could argue (and several here have argued) that it's not fair to compare a game a week old to a game with several expansions, but I don't think that's the fundamental issue. The problems this game has, as outlined by that review, are baked into the design, and no amount of tweaking via improvements--which the devs have already admitted will be an afterthought, if done at all--is going to fix the dullness.
Just updated my game and my mission loop bug is now fixed . A big thank you for replying to my emails and fixing the bug so quickly. Time to dive back in with my original save game and head on past mission 4. Though my second save game is at mission 8 and have some great items. �� Still loving the game and now purchased the new DLC levels . So looking forward to new heroes and items (and possibly a journal!)
Well I like the game a lot but I would t say I like everything...everything is improvable So... As I said I miss them too. I like the ‘map’ ambushes but I miss them in the dungeons. It helped a lot to give you a sense of urgency and kept you on your toes. I DON’T miss 10 Black Orcs ambushes in a row tough. It was very cool, and a nice touch, especially because it filled as you played, but I would concentrate efforts elesewhere. I don’t miss that much, it was something I read just once then forgot. I actually like the simplicity of the mechanic, but it has its disvantages. If they will provide a different method to get rid of them, I would also make them a lot nastier. One way would be parking said injured character in a tavern for X dungeons (completed dungeons, not tried dungeons), X depending on the wound seriousness (which depends if you managed to exit alive with other chars, how many, etc...). Total party kills should be punished hard imho....to the point of being forced to use a new party for some time. (Which would pose the problem...which other chars? tough) I actually quite like this...it’s very true leveling up is the same for different classes but each char can develop quite differently from the others. I think the mechanic is brilliant and adding diverse new skills will improve and expand this a lot. Hmmmm while I would bring back those in dungeons, together with traps, I think the encounters variety in WHQ2is much better. Some encounters give you multiple choices and tests, and are quite funny (or lethal). They don’t happen that often tough, but there’s are quite a nice number. It’s ok imho but what I would really add in the UI would be long pressing on white quests or enemies slots to see what EXACTELY they are/do. Other thing I miss from WHQ1-things I would like to see in the future 1) more wizards enemies. 2) enemies are way better here, and more varied, but I wouldn’t mind them, even if of the same type, color dressed differently. Also, different weapons and shields. 3) more shields for my captain 4) map ambushes should have some outdoor tiles. 5) map events should focus on last 4 chars used. It’s too easy having a dummy char to make him try every event, in case of failure. 6) reaching high levels (8 in case of WHQ1) was WAAAAAAAAY harder and time consuming in WHQ1. I wish it was so here too, making XP requirement way higher. In my experience completing the whole game at level 6 is ‘easy-adequate’ difficulty. Anything higher is too easy imho. 7) magical items should have better stats than regular items. Right now, besides some bugged items, ‘normal’ items like a torch or a short sword are effective as much as costly magical items. 8) I don’t mind random stats, but 8 would let players ‘respec’ at least stats (for a high price, like 1K to modify a single stat) 9) permadeath 10) Empty rooms (with traps and/or ambushes possibility) The list is long, but I think the game as it is is a great starting point (and a great game already).
Which one's better Don't like the idea of comparing games. WHQ1 was great, but has got completed many times. We need new stuff. XCOM's been great, but's been replayed several times, and no second part is expected on iPad soon. So X-Mercs is bringing in the experience as great as the XCOM's, some 100 hours of gameplay, and yes it's a bit less of a masterpiece than XCOM, X-Mercs' still great timekiller.
Is there actually a cover system in this game in that you can position behind an obstacle and get some bonuses? I thought so based on discussion but then in another forum post said there was no cover ... just line of sight blocking obstacles.
I said that Id probably miss some points but I already complained about thie missing information of enemy equipment and quest rewards in another post ;P
Kind of a small bug: the EC hero I released from prison, called Ernhalt Weis, spends +1 AP on each attach, regardless it's with Hammer or a Pistol
Do you mean he always only spends 1AP? If yes, thats a bug indeed. However, if he spends an *additional* AP per attack (e.g. 3 instead of 2 for the Pistol), check which armor hes wearing.
Yes, you are right. My fault. Bad armour. Two more bugs: - after reloading into a dungeon advenure, half-dead monsters have got full health again; - in a shop, two identical Bombs cost 87 one and 300 the other. In the same shop of settlement 4 (1st campaign)
I don't know does it bug or not, but i don't have any sides quests, only primary quests in middenland.Before update 1.008 all works fine
[BUG] Sidequests no longer refresh @Perchang: Umh, guys? Looks like you messed something up last update: While I still have sidequests, they no longer refresh on my Mage save (don’t want to risk trying the other two). When I complete a sidequest - either in Middenland or Reikland - a new one no longer appears in its stead. In Middenland I also had one that seemed to spawn in a “dark area” outside the map - tapped it purely by accident. But when I try to find it again, it’s no longer there. Another one spawned in Middenland, slighty north of the center northmost town, barely visible because it was 2/3rds into the mountain north of town. @Captor: Hi and welcome to TA! Hello from a fellow German Care to elaborate? Do you also not see the white sidequests like Horrich? Or do you mean in general? Well, it IS a fighting game
I was wondering about this. Started a new save and there are no side quests appearing. Hope it gets patched quickly as it really limits your options.