Building that gave xps to heroes

I remember their being a building(thought it was the Inn) that gave a 25% chance for stationed heroes to get xps, but I dont see it anymore.  Am I crazy to think there was such a building?  If there was, is there a way to then add that back into a building...say the Inn again?  Kinda liked it for the Gov type of Hero who stayed in the city, though having it any city, perhaps at a 10% chance, would still be neat.

 

(EDIT) Nevermind I found the building in the XML...Adventurers guild...just havnt found it offered in the game since it went live.  

20,341 views 12 replies
Reply #1 Top


Adventurers guild.

Reply #2 Top

Looks like now you have to find something called "Breon's Letters" to build this now?  Is that a quest perhaps??

Reply #3 Top

Quoting jmccrea, reply 2
Looks like now you have to find something called "Breon's Letters" to build this now? Is that a quest perhaps??

It's a tech you have to research.

Reply #4 Top

Hmm a tech...ok.  I must not have seen that yet then.  Thanks much!!

Reply #5 Top

It's about halfway up the Magic tree.

Reply #6 Top

Unless I have missed something, I think this is an almost worthless building.  I built one and put a hero in it and got 1 xp per turn.  Heroes can gain more by killing low level monsters in the field.

The fame is nice, but by the time I get around to building it, I need hundreds more fame to get the next hero.  So how much value comes from 1 fame per turn?

 

Maybe if the xp gain per turn was equal to the level of the hero it might be worth parking a hero, but the 25% chance would need to be changed to 100%.

 


 

Reply #7 Top

Quoting jimclin, reply 6
The fame is nice, but by the time I get around to building it, I need hundreds more fame to get the next hero. So how much value comes from 1 fame per turn?

If you're playing with Henchmen, that's enough fame generation to build one Henchman every 20 turns. I think Sions might also cost fame, but it's been a long time since I bothered with them (last time was in E:FE), so I don't know. Other than that, it's not particularly helpful, especially since I don't really have a need for more than two or three champions to act as army leaders.

The experience gain is also nearly worthless for anything but extremely low-level champions or champion-type units, as even at level 4 you're still looking at 54 turns for enough experience to gain a level, and the more levels you have the worse that gets (by level 6, we're looking at nearly 100 turns to gain a level; by level 10 we're looking at more than 200 turns to gain a level; to take a champion from level 1 to level 4 like this would require 69 turns, and that won't even be a useful champion except as a governor). Even with a big clump of champions all in one stack, there's more benefit to going hunting for small packs of wandering monsters than in sitting in a town with the Adventurer's Guild, at least assuming any such monsters or their lairs are left on the map. If the goal is to make it possible for champions who are only slightly short of the experience required for level up to get that extra level, it meets that goal, kind of, though if there are any monsters wandering the map or any quests left to pick up, doing those would give you your level-up far faster. If the goal is to give you a way to level your champions when there are no longer many monsters on the map, it fails terribly.

If it's meant to be a way to allow you to level your champions up once there aren't many monsters or quests left on the map, perhaps it should gain the ability to spawn generic quests (for example, Farmer Bob says there are trolls in a cave near his lands; go kill them for 25 gold and a bit of experience). After all, an Adventurer's Guild sounds like a place you'd go to hire some people to take care of a little problem like that. Or the experience granted per turn should go way up.

But since I don't usually have much need for more than two or three armies each lead by a single mid- to high-level champion, I don't really care about the others I have camped in cities anyways.

Reply #8 Top

Quoting jimclin, reply 6
Maybe if the xp gain per turn was equal to the level of the hero it might be worth parking a hero, but the 25% chance would need to be changed to 100%.

That second tag on the building actually doesn't work. So it is effectively 100 percent.

You should have your heroes out in the field fighting monsters, and yes you will get more experience this way.

I would suggest a +3 xp per turn would make the adventurers guild a little more useful.

I would even go as far as +3 xp per turn for champions and +1 xp per turn for units.

That would even become a better building. Maybe I'll try to implement such a thing.

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Reply #9 Top

I always found the Adventurer's Guild slightly problematic, since your heroes should be out smashing monsters and stealing treasure... not just sitting around the local guild hall, playing poker and telling fish stories. Do you think it would be problematic, from a design and balance point of view, for the AG to provide (possibly reduced) XP for heroes and units in the field?

Reply #10 Top

Quoting PocketNerd, reply 9
I always found the Adventurer's Guild slightly problematic, since your heroes should be out smashing monsters and stealing treasure... not just sitting around the local guild hall, playing poker and telling fish stories

I get the impression that it's supposed to represent a location where your champions stay, occasionally get minor quests like clearing giant rats out of some cemetery or something, exchange pointers, and maybe train against one another a little.

Quoting PocketNerd, reply 9
Do you think it would be problematic, from a design and balance point of view, for the AG to provide (possibly reduced) XP for heroes and units in the field?

No, I don't think it'd be problematic from a game balance perspective. Champions need so much experience to level up that an additional one per turn isn't going to do anything particularly unbalancing.

From FE v1.32 (I have not checked to see if these numbers are still correct for E:FE:LH, but I believe they are, and I know they are for at least the first several levels):

Champion Level. Experience to next level / total experience required for current level

  1. 10 / 0
  2. 22 / 10
  3. 37 / 32
  4. 54 / 69
  5. 74 / 123
  6. 97 / 197
  7. 122 / 294
  8. 150 / 416
  9. 181 / 566
  10. ?215 / 747
  11. ?251 / 962
  12. 292 / 1213
  13. 335 / 1505
  14. 381 / 1840
  15. 429 / 2221
  16. 481 / 2650
  17. 536 / 3131
  18. 594 / 3667
  19. 655 / 4261
  20. 719 / 4916
  21. 786 / 5635
  22. ??? / 6421

An extra one experience per turn isn't going to do much at all for champion leveling except at the very low end of the level scale. For example, if I have a level 5 champion with 0 experience towards his next level, and I don't fight anything with him, it'll be 74 turns before he gains a new level if the Adventurer's Guild grants experience to all of my champions. If he's level 10, it'll take 215 turns to do the same thing, while if I want to get a level 1 champion up to level 5 it'll take 123 turns, assuming that I don't fight monsters or AI units.

Reply #11 Top

In my mod, I have made it so that the adventurer's guild gives 10xp per turn. I also have towns giving XP per turn so a level 5 town with an adventurers guild gives I think either 20 or 30 xp per turn, I forgot which. For lower level heroes this is a lot but higher level heroes it is about right but I also have lower xp amounts needed for level up too.

Reply #12 Top

I guess I was mostly wanting it for the Commander type of champion...the one who is staying i the town helping out with unrest and whatnot.  Still, I might look into changing that myself.  You are right going out makes way more xps.  I was just looking for something that could help out a bit in towns and such for when I have so many champs that it becomes to much to control them all.