I've noticed a shortcoming in the AI with respect to melee units. Many times I'll have a severely injured unit, and the AI could just take one step over and attack / finish it off. However, if the AI controlled melee unit has another unit next to it, the AI will never consider moving . Thus, the AI is not not considering the best target to attack, or best place to land a cleave, etc. With archer units on the other hand, the AI will consistently step back so t
blinkicide
Additional info: My Ascian champion (the "twisted" cat champ you get an achieve for recruting) permanently lost movement points when I separated him from the army with tireless march somehow. He has 2 movement points now, he's suppose to have 4 base right? Its probably related, so I put the info here.
If you exit a garrisoned army (i.e. in a city) with tireless march enchantment, it does not receive its bonus movement for that round.
@ Derek, ty for reply. Even with a cooldown...I think you could just use normal counter spell untill cooldown is off, and then spell leech. You can reduce the cost of counter spell to virtually nothing with buffs / traits. Or you could use more than one mage, etc. It'd obviously be more of a hassle, but you could still do it. It'd be a temptation to stay in tactical longer and just drain a mob, even though its really boring.
Yah, i'm liking sharpx's idea. Just limit the number of times you can abuse it in tactical. Every caster has counter spell?? Spell leech is just an upgrade to that, to steal mana -- but there should be a cap.
Spell leech is a water rank 3 spell. It can be used in combat to interrupt an enemy spell caster and drain / create 40 mana. Can easily be used on a caster like a necromancer, to keep increasing mana as long as one wishes to stay in tactical combat. Also can be used to create infinite gold, converting mana to gold if one has the alchemy spell. Ruins the difficulty if resources can be created too easily, so I suggest a fix. Perhaps, spell leech can only be
Often times if I reload (usually from auto) I lose quest info. Such as a village being spawned that I am suppose to visit, but it not being there after I reload, although the quest icon is still there. Breaks the quest. I also often find my units on top of quest / goodie huts when I load from auto - i guess it saves just before they move sometimes. I have to move them away and back onto the goodie hut / quest marker to trigger it.
I have a champion (Bannon Heighsley) with command and have him cast it on my spearmen right after my spearmen acted. Instead of my spearmen getting to act, its the champion that gets another action -- and he keeps getting another action. No other character in the battle ever gets a turn. This bug doesn't happen 100%, but it does happen frequently - forcing me to restart the battle unless I want to take a cheap victory.