Just saying goodbye to everyone on the games forums I have frequented over the last several years. I no longer have the desire to play games I used to. If anyone wants to make offshoots of the mods I have on NexusMods they are free to. Thank you and (however you spell it) Sionara. Best regards, Steven.
StevenRLynchAbundanceThatIAM
While it is definitely not "big name", I would say the old school RPG adventure in Lords of Xulima with quite nice graphics and deep systems is very satisfying and worth trying out.
EDIT: See NEW EDIT in previous reply. Note: this comment is also on the " http://www.gog.com/game/lords_of_xulima " purchase page.
NEW EDIT: Well now I know the problem. The user put up the review, and hasn't been able to remove it yet. I hope GOG does so, because it does not truly represent the game as it is for people purchasing now, if for no other reason. Well, I just saw this on the GOG purchase page, the last comment on page 2 ( titled "I apologize, but I RARELY do this..." by kmkenp
Someone said that if you have the capacity for four slots on items, you can enchant four with four crafting items and/or enchantment bonuses but the fourth one won't appear graphically. Also if you have already made items with three enchantments you can't currently add a fourth (because they already say "fully enchanted").
An old-school flavoured game with quite nice graphics and a real vibe to it. Plus the skill system is deep and the game is not auto-leveled. This means that there will be some stacks that you have to come back to later when you are stronger, although there is at least one section where the armies are so strong that you probably could never beat them (unless you have extremely high or 100% immunity and lots of defense and damage, not sure). However those ones are designed to
Oh well, apologies that I missed it. =)
Probably because he was added only in latest beta, but I think you would be putting this in for Beta 5.
It seems to me, that when I research the Strategic version it also gets me the Tactical version, but when researching the Tactical version it does NOT give you the Strategic version (probably because the Tactical version showing up is an error).
Hypnotize can even currently capture magic immune units such as the Warlock. It says "Immune" but captures the unit anyways.
Now, the one that definitely has this issue is the latest save in the zip below, but I have attached the two earlier saves so you might be able to see how to reproduce it. If you need an even earlier one, just let me know. https://www.dropbox.com/s/i9brg8tne5gi7ay/SKSaves.zip?dl=0
I agree. The equippable animals suits the comedic turn of the quests. I would prefer that it just stays as it is, all units can equip all items (except possibly weapon and shield being hero only as now, depending on what you think). Btw: when you capture Trog Archers from the SK, you can't equip any items. It tries to, but when you close and open the equipment screen for the Trog Archer the item hasn't been equipped. Also, some Trog Archers have the a
I think the Pikeman that requires Metal is still in as well as the one that doesn't require metal. Once the one requiring metal is removed it might be alright, though I'm not 100% sure.
I have never seen the Hypnotize spell fail in the current beta. It always says "Resisted" but it never fails to capture the unit. EDIT: Actually, it doesn't always say "Resisted", but whether or not it does, it always works - the "Resisted" is ignored for the Hypnotize spell. It should only work if it is not resisted.
Some skills, such as the Knight's one that always does damage, show up twice when you do the damage, but the unit being attacked only dies if the first damage kills. In Legendary Heroes, some damage showed up more than once, but it was only subtracted once. Now it seems that it is being subtracted twice, but only kills the unit officially if the first damage kills.
With Drogan the Dwarf (the Tinkerer's hero), when he gets a certain beast skill his damage halves. This might be because the game is seeing "does 50% damage" rather than "does 150% damage". Anyway, maybe something similar is happening with the ranger.
(NOTE: This is from Beta 4.) I think if you equip all the items for a minor faction join quest, and then unequip them so they can be given, you keep them. I know this is the case for Procipine's crown pieces, maybe this happens with the other minor faction join quest pieces too.
It may be that the unit ability Divine Shield (or whatever it's called) doesn't work properly, but the Sov Spell that gives invulnerability does - it makes you dodge all attacks and be immune to all spells for 3 turns. I haven't tested the spell part of it though - I think on the lowest difficulties the SK doesn't cast spells at all.
Fallen Enchantress and Legendary Heroes have a game-specific one, so why not Sorcerer King?
Another bug - if you start building a unit while other units requiring logistics, and horses, crystal, iron are already building, you can go to negative resources (I think any of these resources can go to negative if you build some units while other units have started but not finished).
Oh, I get it now. I guess it doesn't go in "My Posts" if it has been moved. May I suggest a "Sorcerer King Support" forum? FE and LH have a Support forum, so why not SK?
Aren't all new posts meant to be put in "My Posts" page?
The ones I know for sure that do this are the wolf attack that does 1 damage per turn, the 1 damage per turn always applies even if dodged, and also when I used a Curse scroll it said "Resisted" but I'm pretty sure the Curse still applied (it showed "-Cursed" after the "Resisted".) I don't think it applies with normal attacks, but special attacks that do things other than instant damage, and spell scrolls (not sure about spells, it might only apply for scrolls) but anyway, vario
I would like to thank you Doc for all the hard work you do to bring new information and software to our attention. I appreciate it, and look forward to your posts. Thanks. =) -Steven.
I totally agree with the last post.