I had the same stack of 72 units near the SK base, just slightly different location. He never moved them. I was at threat 1. I think the 72 unit stack must bea a bug. I had no inclination to fight all of them, so I just ran passed them (they didn't move), and fought the SK.
blinkicide
The random number generator is bugged. If it spawns a chest at a location, it will do so for the rest of the game every turn. If it doesn't, it won't spawn one ever.
Balance feedback: I am giving this feedback after completing the campaign on insane. As a number of other posters have also said, the challenge and AI is lacking here. 1. Many of us who finished the campaign on higher difficulties did so without ever raising the threat pass level 1. Meaning the Sorcerer King never took a hostile action towards us, until we killed off both of his lieutenants, but then it was game over for the SK next turn. I never had a SK unit attack my cities
Describes my playthrough on insane as well. Remained at 1 threat / 0 doom counter until turn 190 or so, after I killed both his lieutenants, then he declares war on me ONLY after 1 turn before he is about to lose the game.
It's obvious low % hit chance aren't correct. I've hit enemies three times consecutively with odds less than 5% (enchanter unit versus wolves that have bonus versus missiles). Chances of that is 1 in 8000. There's seems to be a minimum chance to hit that isn't being displayed, which applies to both player hitting enemies and enemies hitting player units, as even impossibly high dodge characters can be hit.
As the screenshot shows you can unlock a series of recipes with the right dialog choices. I had most if not all of these except the ring of the tutor recipe. However that recipe did not unlock despite the quest telling me I received it. http://steamcommunity.com/sharedfiles/filedetails/?id=486482658
The priestess ability resource harvesting is suppose to randomly spawn crafting materials at resource nodes. It's not exactly working as intended. It is spawning crates every turn but just at exactly 2 of my about 10-15 nodes in my kingdom. I have guys stationed there, just because every turn I know that just those 2 nodes will spawn a crate -- not any others. The loot that spawned is exactly the same as well at each location (different from each other, bu
Both Priest ability Divine Vision and the Sorceror King will present dialog options for the player to be rewarded with a crafting recipe. It appears eligible recipes are from a small list of basic recipes, as the rewards stopped adding any recipes around turn 50 in my game (even though I'm missing chain mail boots for instance) -- this is despite the fact i'm occasionally finding recipes from chests. Thus, by mid game this turns into a non-reward option. If no more
Silence claims to block ability use. Tested casting on a wolf and a mage. The wolf still howled, and the mage still casted death magic.
Received Converted Bandits as a "fame" reward. They have listed as an ability "Imprison -- Allows the unit to cast imprison." There is no ability in their skills that correlates with this.
Fear-based stuns do not appear to be do anything. The hero Naphraz has the ability Nightmare Howl which is suppose to stun all enemies who do not resist. The debuff is applied but units act normally. The same is true for the Harbinger unit, a main unit for the sorceror king, it's nighmare ability has not stunned any part of my army.
A ogre invanded my city, I slowed it, and summoned a bear on round 9. The bear with initiative 17 was queued for 4-5 turns all in round 9, followed immediately by another in round 10 and I think one more later in that round. The archers who had comparable initiative only got at most one turn in the round with initaitve 14. The ogre had initiative 5, so the bear getting more turns than him seemed allright, but the bear was getting a lot more than the archers just
In quest "Their whole deal" you have the option to steal a single scroll, a bunch of scrolls, or just read. If you steal one scroll you get no loot, but increase your doom counter nontheless.
Casting the hero Naphaz's "correction" ability is suppose to cost him 2hp, he is not losing any hp that I can see.
Minor bug. In the quest "Bandits. I hate those guys." all options, even the noble one of killing bandits to reclaim stolen goods leads to increasing the doom counter. This is opposite every other quest I've seen, so it's likely a bug.
This is a minor bug. On some interactions you can select "As a matter a fact there are some things we could use." Obviously a follow up screen is intended. Selecting it terminates the dialog with no final message from the Sorcerer King that usually happens.
AI is attacking cleric dive shields and mage invulnerable targets. Seems like low hanging fruit to just put a check in to make them attack something else. The attackers were archers btw, so they had the entire army to choose from.
Minor bug, the clairvoyance line is not adding any mana when you select it. The description of the spell is also a bit ambiguous, as it describes both a per-battle perk of bonus spell casting and a mana bonus which I assume is meant to be a one-time perk (it'd be too OP otherwise). It's a perfectly fine perk if you just chopped off any mention of mana. Edit: Both the male and female spell casters have skill-line called clairvoyance, but priestess lin
I played in the earlier days of Fallen Enchantress, so I apologize if you made significant improvements on these issues: 1. The enemies and the players had access to the same abilities, but only the player knew how to exploit world spells. Build land bridges, volcanoes to protect cities from advancing units. I never saw the AI do this, and it felt unfair. I'd say that if you are going to put cool ideas in, a filter needs to be can the AI be taught how to use this
AI will never be as good at protecting its top units, or creating a doom stack. Its advantage, at higher difficulties comes simply from out producing the player. Some ideas: - Make it easier for AI to wear down an elite stack with its waves of junk armies.... - Limit healing per season (This is what often lets a player survive limitless enemy waves) - AI needs to be better at using spells. Never had "kill," mana burn, or strategic spells like
Not sure I see this as a bug. I frequently have an outpost absorbed by a city, so it doesn't need to be separately defended in case of a siege. If its outside the city, then you need to split your army. It still provides bonuses.
mana blast let my henchmen run all over the map, killing dragons with 1-2 shots of mana blast, with just 2500 mana banked. Its too powerful imo. My hero was nuking for 500 with her mage tree enhancers. Perhaps if the mana cost scaled with the damage done, or something it would be more in line imo.
[quote who="Chaosti" reply="47" id="3353457"]- offer 2 upgrade 'paths'. 1 for the 'warfare' path and 1 for the 'magic' path items.[/quote] There really should just be an option to pick each item that gets upgraded, so you aren't forced to upgrade a whole suit of leather into chain/plate all at once. I mean the upgrade button just assumes the heaviest armor you have available is best and that you want all armor slots replaced. Not so, and i
Its rare for me, but it happens when the projectile seems to have some sort of pathing threw an object, or hill, or something -- i can't remember exactly. There's probably some calculations for displaying it that are causing it to hang.
Just going to piggyback on Arcayer's point: Its easy to use whisp's mana free heals and spells to heal up at the end of every fight, by purposely prolonging the fight at the end. This means, that no matter how many weaker armies the AI sends at me, it cannot wear my army down. This is bad for the AI, cause the primary advantage of the AI at higher difficulties is to send swarms of armies at the player, which have no hope of beating any of the players