Another suggestion to the UI. I want to suggest incorporating one or two short-cut button in menu-bar as shown below in red and green. This is especially useful when casting strategic spells as for example 'place road', 'heal' or 'pillar of flame' etc. https://flic.kr/p/rr1AiW https://flic.kr/p/qwvXvc Edit: Screenshot should be working. Using Flickr.
thimon2k
I just wondered if the Holy Charge could be upgraded to be a charge with a width of 3 tiles instead of just 1 tile width.
I just wanna chime in and say that I see it quite often. If I use blizzard or some AEO-skill/spell that kills units, there are (always) units left standing even though they should be dead. I do not know if that is a power of SK (as he is some kind of necromantic dude with world domination-madness) or a bug. It just feels like the game is upset and only kills the units after they have taken a parting shot.
I also want to add that the UI in the tactical map could an improvement. For example the box with all the skills and items are way too messed right now. Skills and items are mixed together and it all depends on when you acquired the skill or the item. https://flic.kr/p/rbJLwb https://flic.kr/p/rbJLoA I suggest dividing the box into skills and items as shown below. <a hre
During the latest stream it was stated that the plan is now to get rid of the defensive line and just stick with the attack line of the outpost. Could it be an idea to replace the defensive line with one general upgrade and a specific sovereign upgrade. The outpost would then have 3 attack and 2 other upgrades. The general upgrade could be determine at the start of the game. General upgrades could include: - +1 ZOC - Better attack -
Just wanted to show how bad it can be marked with the red squares. In this screenshot I decided to build a road network just so my allies could go to the SK and get sacrificed instead of standing idle, blocking MY roads. F From this screenshot you can also my army wanting to move past the wraiths (illustrated with the green dots), but because the wraiths are very aggressive my puny hero Varda does not dare go near these spooky things. Therefore I have to manually move around t
Here is an example of the active radius in tactical combat, which is hard to see due to bad combination of yellow on white background. Maybe the game engine could determine the background color and choose an appropriate active radius color. https://flic.kr/p/rtimNx Here I have chosen the impale spell with my Krax Savager Elite (Pikeman). It is very hard to see the tiles, which are affected by Impale. <a href="https:
Would it be possible to get access to the unit maps during the beta-phase? And where are all the magical wild beast? So far I have only seen shrills. I do not think I have seen earth elemental or ice elemental in the wild. Did they get dumped due to the focus on fire elementals? ps. I also want to say that I look forward to the global city enhancement spells. If I understand this correctly this is a city enchancement, which has a global strategic
The last stream wants suggestions for a name for Swamp Hero. The Hero is specialised in 'beastlors-things'. He can do summoning and buff his units. Currently he is named Adam. Suggestions on the strem was Swag and Stinkus, Squuiggled suggest Mudlock.
From the last stream help was requested in designing the Duck Armor. If Stardock received suggestions within the next two weeks or so, there is a big possibility of the Duck Armor going into beta 5 (if I remember correctly). As I cannot do cool drawings or the like I tried to search the internet to find some sources for inspiration. I thnk the helmet could go something like this. http://www.armouron
I havent had time to watch the last two streams. But if the acknowledge the problem it is nice. Just hope it will be included in Beta 5 this month.
Have also seen this problem with cities e.g. where no road are formed between a new city and the old city. After some turns a road appears, but it is unclear (to me at least) if the road between cities a specific building or just needs time or something else. If a specific building is needed please write it somewhere in the encyclopedia.
Further the path finding should take into account all these "allies" who are blocking the road. When you want to move a unit from point A to point B and one of these "allies" stands on the route shown, the unit cannot move further until either the allied unit is gone or the player has manually moved the unit around the allied unit. Therefore I propose a spell called KILL ALLied unit standing in the way. Or alternatively make it possible for allied units to stand o
I have a question regarding SK and mods. Will mods for Legendary Heroes and Fallen Enchantress be compatible with Sorcerer Kings? Will it be possible to use graphic assets and other assets from mods for LH and FE in mods for SK? Will SK be as mod-able as LH and FE (I guess yes, since it is the same engine)? Can you mod your race e.g. the race you are playing in addition to customizing your sovereign.
Based on the comments from Stardock including Frogboy, Island Dog etc. and the streams I guess the change log will include - Better crafting UI - Revised Sovereigns skill tree , which works e.g. provide the promised features (heroes, more enhancements) - Revised Heroes skill tree - Additional heroes - More terrain features - Hopefully also revised spells description and cost - Hopefully also revised skills description and cost
* Shouldn’t the logistics administrator work like the food administrator? i.e. must be in a city. I think that logistics is a global resource, while food is a local resource. Therefore the game mechanics does not require the L-administrator to be located at a specific city. For game lore reasons it could be argued that the L-administrator could exercise his influence in a city.
the ice man, the ice man.... aka the ice cap protects the mountain from the destructive magic of the harvest spell - you and the SK might be mighty sorcerers/wizards/priest, but the ice protects all and the mountains look so good with a little hat :)
I want to be able to craft legendary armor and weapons. The items could then be enchanted with spells found in deadly quests e.g. spell enchantments left by Curgen (I think he was the person who made the Forge, he should also know how to craft items). Suggestions for enchantment: Better bonuses instead of silly +2 or +1 given by current enchantments and items. For example from Book of Curgen Enhancements: - the Spell of Flurry could provide you with +x initiative, where
Sounds interesting with a ladder system. What part of the normal game will the Arena feature? Will you start with a hero and a city? An army of 5 units + hero? Specific starting conditions relating to cities, spells, items, hero and unit? For example the Arena-mode will you start with one hero (choosable), 2 archers, 2 riders and 100 mana, a random selection of 3 common tactical, 2 uncommon strategic and 1 rare tactical. Vision: A world free of SK;
It is fine. I thought about submitting a picture showing this, but I could not get myself to do it, since I guess it would sadden the developers... :) You are welcome to post a picture if you have one ready.
Regarding the Artcic terrain, I would also like to point out that in Tactical Battles, it can be very hard/impossible to see the move/action-grid. For example the strike-3-adjacent enemies, it is impossible to see the targeted tiles.
Beta 5, I think you are a little bit too early with that. :)
also done
Do you want suggestions/improvements for the sovereigns and heroes? If yes, would it be possible to get some insights into how the Stardock sees the wizard for example: purpose, what feeling should the player get when playing wizard vs. guardian. For example do you see the wizard as the stereotype wizard with a filt hat, gray beard and a long white staff, or more like a warlock type. Do you see the wizard as a sovereign, who should be focused on magic (bet
[quote who="scifi1950" reply="11" id="3523167"] Quoting ScottTykoski, reply 7 Looking into this bug right now. There's some old 'Randomize Spells available to Research' code that needed to be ripped out, and now I'm getting spells I wasn't seeing before, so hopefully that'll fix this issue. <