bladewinddraconus

bladewinddraconus

Joined Member # 4744290
0 Posts 0 Replies 1,154 Reputation

Mostly agree with Troj. This game's potential definitely worth a 10. Being another old geezer that spent a few good years on Master of Magic, I am looking for more polish and game stability from FE (1.1 has definitely increased the crash frequency). Game balancing and AI definitely demands more work... but I have good faith that will happen with time, given SD's achievement in SSE & GC. Game-wise, we need some better quality of life improvement. O

6 Replies 41,176 Views

When you go into your custom faction selection, (either via. sovereign creation or workshop-> faction creator), the description does not mention about the warhorse or Bazaar unique improvement. This is only mentioned if you select Faction of Capitar. Also, warhorse does not give initiative in the current version... So the description needs to be fixed in both faction creation and for Capitar (or add initiative back to warhorse :P).

1 Replies 4,166 Views

[quote who="jutetrea" reply="7" id="3294490"] +1 Dodge per level might be a little more balance, imo... The +1 per level stuff is always kind of meh to me, how many champs usually get over lvl 10, how many over lvl 15 and that's during the course of a whole game. Same with troops, I would assume most troops on a successful army get up to lvl 5 or 6 (not quite sure how fast they level). Maybe +10 AND +1 per level, but +1 per level is too low I t

84 Replies 262,458 Views

Updated for 1.1 [e digicons]B)[/e] Here are the cities related changes: Balance Amethyst Vault provides 2 crystal/season (instead of 1) Base city Gildar is reduced slightly Guild Grocer bonus hit points reduced from +10% to +5% Units trained in a city with an Infirmary start with the Endurance trait Mining Guild provide 2 metal/season (instead of 1) Pyre of Anni

25 Replies 154,750 Views

Thank you, Kongdej ;) Path of the Henchman: (Not really, but their adept spells...). Life Adept I/II/III: Aid -> Heal -> Growth Fire Adept I/II/III: Burning Hands -> Flame Darts -> Focus Water Adept I/II/III: Slow -> Chaos -> Water Elemental Earth Adept I/II/III: Hurl Boulder -> Stoneskin -> Shockwave Air Adept I/II/III: Haste -> Guardian Wind -> Storm (Typo Growth on description) The only pre-req is

18 Replies 85,313 Views

@ hareamao : Fixed, thanks. Death of copy & paste... [quote who="Glowing_Ember" reply="2" id="3291376"] you can add more essence by upping shard density and world resources.[/quote] In my current game I have everything turned up to max. But the landscape seeding is still pretty random, it has to do with the stamps they have on

25 Replies 154,750 Views

List of City Planning mods: To use the mods, make sure you have mods enabled in the options. As I test out the mods, I am going to classify them in 2 categories (based on my opinion, of course): Non-game breaking (minor tweak/life improvement for city related): Snaking Mod : Relax rules to forest/river being adjacent to city. <a href="https://forums.elementa

25 Replies 154,750 Views

In FE, your cities also level up (based on population size), and can go all the way to Tier 5. Each tier increase also give you a choice of 3 upgrades (which takes up a quarter slot of a tile, but you have no control where it is placed) which gives you specific bonus. Progressing from tier 1 to tier 2 branch your city off into 1 of 3 direction: Military (Fortress) Research/Mana/Potion vendor (Conclave) Economy (Town) While they

25 Replies 154,750 Views