Heroes leveling way to fast and easily... How do you make gold? End of turn button nto refreshing.

I'm enjoying this Beta immensely, it's almost like playing MOM. Almost but not quite...

I have my main channeler Jadzia, . Does one battle against bears levels to level 2.

Jadzia goes into second battle fights bandits, level 3

Jadzia battles a green monster, Level 4

And so on and so forth. One battle boom a level. That's way to fast.

I can't seem to make her research new spells either. How does that work?

In the cities There does not seem to be anything that generates money. The only way way I found is a city upgrade and upping my taxes. How does one get more money? I can't even afford a shield.

Is it me or research is very very very long? Is this intended?

 

The tactical battle, is there a way to delay your attack. My mian channeler is alwats first and I would prefer she acted last in case she is needed for a heal or something like that. Can,t we just delay and move later? We should be able to having a wait command.?

This beta seems very stable, I did not get one crash. Did get once or twice the end turn button would not refresh. I had to enable automatic end of turn to get it back.

Graphic wise it's beautiful and I love all the monsters about.

Not bad at all.

Keep up the good work.

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Reply #1 Top

So first, you get new spells be selecting the magic school traits when you level up. A fire apprentice and want more fire spells? Select Fire Disciple next time you see it. There are of course also a couple unlocked through research and quests.

I'm not sure on the specifics of money, but just a few things that contribute: First you have the obvious one that you mentioned, taxes. Then you have a few buildings that directly provide money (like merchant), and setting up trade routes between cities will provide a bonus. Also, and this is just an assumption as I have yet to actually monitor the difference, but I believe that when your cities production is idle, it produces more money.

I agree that research seems a bit long, mostly just in the late game where it seems to scale oddly. My last game on a large map, hundreds of turns in with a dozen cities most of which were level 4, there were still a good number of techs that would have taken hundreds of turns each. I was in what was effectively the end game, and research progress had pretty much stalled out 3/4 of the way through the trees.

I like the idea for tactical battles, it's an approach to an issue I've had for a while now and not quite been able to put into words until you mentioned that approach. I would certainly say it makes sense that a unit would be able to delay, then every unit at the next highest initiative gets to go, after which the delaying unit comes up again.

I think I saw in one of the dev posts that the end turn button getting stuck was a known issue.

Reply #2 Top
davidabc66 thnaks a bunch for the information much appreciated.

 

There is also the fact that in tactival battles  seem to always have the same terrain.

 

I hope tis is just a beta thing. Pretty unremakable a thing if it's intended.

 

This game does need a lot of work. But it sure has a firm base.