I'm with the OP. I would prefer a system where Champions would be drawn to settlements by their Prestige. The higher the prestige, the more powerful they would be. And champions that would live in their own settlement where you could go to hire them or complete a quest to get their loyalty for free. E.g. a leader of a makeshift camp of a few soldiers and civilians tells you that they are being raided by a band of bandits on a regular basis. Y
Hound
Same here. I'm guaranteed to get a CTD at some point not too far along into the game. No error message. Im on 64bit Win7.
I'm more concerned with the clipping of equipment and armor. Especially the portrait poses need more work.
I can't justify the movement upgrades either. Movement rate upgrades should be axed from research and Sovereign level ups. Human units should have a fixed movement rate determined by physical reality. Of course you'd still be able to speed up your units with mounts and magic. But that's where strategy and tactics come in instead of just "researching" your ground troops to march 3x faster which is silly. An army should be just as fast as its slowest unit and force tough tacti
Movement should be taken out of level ups. Experience does not make you travel any faster. Movement speed is a physical limitation and it should stay that way. I'm sure there will be all kinds of mounts and magical means to make your Sovereign / army travel faster. What could happen with experience is getting a Pathfinding feat that would eliminate movement penalties when traveling on difficult terrain.
Invisible plate armors? Can't say I like the idea. Only the warrior-like Sovereigns should wear armor anyway. Sovereigns should get a special and unique look though even if they wear standard equipment from the store. Suggestion: STR requirement for armor and weapons so the fragile more wizardly Sovereigns will not run around in Full Plates wielding Greatswords just for the bonuses. Suggestion 2: Let warrior-sovereigns have appropriate armor and weapons fro
The metal armors could use some shine as well to make them look more... metallic. :)
I really hope they pull this off and stop city spamming somehow. There should definitely be more villages and towns than major cities. Earlier I suggested a dynamic global population cap that would be quite efficient. Build one huge capital with several small villages OR choose to build several medium size towns. I wouldn't mind a system where only your capital is a major city and the rest are just fortresses or fortified
Very nice to see city building improvements and hearing about the visual polish. I would love to see a city built on a mountainside a la the white city in LotR. Or anything that would not be quite so flat and symmetrical. Improvement wise the thing that comes to mind looking at that pic is that the command post should merge into the Fortress which should be the hub of all things military after it has been built. And the trees could use more detail, but I guess t
[quote who="jackswift85" reply="40" id="2654767"] Quoting Hound, reply 34 Could there be a way to focus entirely on magical power and spell research and stay competitive in the game? Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a s
.. or other Sovereigns interfering with your spell in casting and turning it against you or someone else of their choosing. Or just making it blow up in your face.
Could there be a way to focus entirely on magical power and spell research and stay competitive in the game? Minimal expansion, minimal armies but superior magical power and knowledge to secure and seal some shards for yourself. And a way to hide or forcefield your stronghold while you go for the Spell of Mastery. A high risk / high reward approach where once exposed, even a small army would destroy you. Would be fun I think.
They did mention there would be lots of books. But I'm assuming all the books must fall under a school of magic so you can specialize, get bonuses and penalties through items and perks etc. Or hope so at least. The existing schools we know about pretty much cover all possible spells save for the magic/mind type.
You can't just make a big deal out of a Cataclysm and then toss players in a generic fantasy world with inns and damsels in distress. And we've seen that so many times before - it's stale and boring. Please stick with the apocalypse story and make it believable by putting the player in it. Desolate landscape with eerie wind, makeshift camps of survivors who are only out for themselves.. and a Sovereign who has the power to change that. A hopeless, broken world wher
So there's Life, Death and the 4 Elemental schools that deal with different forms of matter. The school for all things incorporeal, spiritual and sorcerous seems to be missing. I think there already was a mind control type of spell in some beta build. What school did it belong to? The mind affecting or spirit stuff don't really fit into any of the existing ones. Will there be illusions? Illusions are cool. Trickery and misleading is cool. Illusion
[QUOTE] #6 Other types of World Resources The Beta 2 series will start to add horses as a global resource that is used to create mounted warriors. But we’d like to hear your thoughts on other resources that one might control – rarer ones.[/QUOTE] I've been toying with the idea of having world population as a dynamic global resource that will grow or even shrink over time. A population cap would help limit c
The most important thing about the factions is that they look and play differently. It does feel like there are only two factions or playable choices right now, Men and Fallen. Capitar, Pariden etc. are not different enough, they are just a sub-faction of Men with some minor modifiers that might affect gameplay but not significantly so - they feel the same. So indeed instead of focusing on Capitar and Tarth, I would focus on the race of Men and the race of Falle
Big parts of the game are still missing that I expect to be fun like magic and tactical combat. That said, I have something of a wishlist based on what I've seen thus far. - Factions that look different and play differently. It seems currently we only have 2 factions, men and fallen, out of which the latter is not playable yet. Instead of just similar kingdom factions there should be desert men, northmen etc. with a clearly different flavour. And per
Am I the only one who finds it out of place that "General Carrodus" is a Sovereign instead of being a general commanding the Sovereign's armies? I just think the Sovs should be more wizardly even if they are also warriors. And yeah since it should and probably will be the magical power that turns them into super warriors why would they need to be so warrior-like to begin with? They are spellcasters first and foremost.
Agreed. The movement rates, map and city sizes and turn lengths do not add up. Base human Movement rates should be set higher so that the dynamic of slower and faster moving units would be better. And it wouldn't take multiple turns to go around a city. Unless a turn is one day. Which I would rather like it to be but then the dynasty system would not really work. But I also think the scope of dynasties and children is too epic for a single game. I think t
Out of the pre-made Sovereigns, only one is something of a traditional Wizard. The rest are more warrior type with backgrounds like Miner or Thief. Now having a warrior sovereign is cool but I have to wonder.. The title of the game is War of Magic. In the beginning the Sovereign is already a powerful channeler with the ability to bring life back into the barren land. Does not sound like a small feat by a longshot. With that kind of power I would expect them to have othe
The art style, lore and factions of the Disciples series are just outstanding. Game mechanics are a bit on the simple side but there's enough to keep it interesting and the heroes are cool. Definitely gonna try that out. I was secretly hoping Elemental would be the game that would combine the best parts of Disciples (art, lore), MoM (game mechanics) and AoW:SM (tactical battles) but it seems it will be more like MoM with lots of gardens. :)
I like city building too and specializing my cities for different purposes. What I don't like is being forced to build mandatory buildings on repeat that involve no choice. The only way the current house/garden juggling minigame would make any sense would be to have the option of building a fortress without a big population and get benefits from it. And even so getting your population up should be far more simple.
Concerning Sins.. In Sins I never let my buildings be placed automatically because placement matters in Sins. You can bundle up some structures then surround them with defenses and repair bays. In Elemental there are no turrets or repair bays so tactical placement is unimportant. Something I would like to see from Sins are the clean and functional research trees.
I think there should be a population cap in the world that would effectively limit city sizes and discourage city spamming. A population cap would also make it more of a competition to raise prestige and get the people to come to your city instead of an enemy city. I would also like to see people migrate away from your city if there is another city with higher prestige. Imagine the joy of casting a Plague spell on an enemy city to lower their prestige and get