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Laporkan kesalahan penerjemahan
Post in this thread yes.
at least in certain cases
also, old issue but i believe there is too much visual "noise" from some buffs(most notably fire shield and ice shield and the like) making dungeon battles with larger army settings tougher to deal with
also,also, the game seems to not want to give you any choice in the matter of whether gifts are recurring or not which can screw over your economy hard
,,, old issue but ranged distraction does not appear to be adding the debuff
File uploaded. Zinfek turn 10. It crashed twice after dungeon diving, but I have played past this point (on turn 195 now).
Huzzah! Praise be to Tlaloc!
The battle AI has changed: non-melee units (determined by units battle order) now follow melee units in battle. In the case that a bottleneck/chokepoint occurs and different units want to get past each other and can't, the units may appear to "defend" and stand still for up to 2 turns, while they try to find ways around the bottleneck that are less dangerous (there is code that attempts different ways around, but its not very robust). After 2 turns they should become more reckless and charge towards enemies (even squishy caster units), which should always unclog the bottleneck. We will probably reduce this in the next update so units immediately move when they are blocking paths (rather than wait 2 turns) even if it is a reckless move, unless we find a more elegant solution.
This is a bug. Thanks for pointing this out! Will be fixed in the next update.
This ability increases the "number of times attacked" for an enemy unit. You can see this increase by opening the Unit Info Screen for an enemy, and right-clicking on the lines displaying avoidance/armor chance/hit chance.
as for the first case the bigger issue is the even melee units that are "boxed in" by allies will go in to a defend state if their turn happens first in the battle order where previously it felt like units would attempt to wait until they could take a move before going in to defend, this is mostly noticeable on stack counts higher than what the default slider would allow
def most noticeable with undead hoard type tactics as you will see 1-3 units go through a chokepoint then get surrounded and die impotently, possible fix would be to have the game cycle through the battle order 2-3 times before deciding on giving up on moving a unit
also there are three "melee" options in the battle orders, is there much of a difference? if not how bout making ones for moving more or less aggressively
also also as an arbitrary request would it be possible to make it so you can toggle potion auto consume from the world map please
,,, old potential issue from the previous beta but the prospecting changes currently leave open the possibility to reroll bonus resources until you have an "ideal" allotment for a city.
I'm hopeful that these will help keep the game a bit more challenging even with units leveled up in dungeons.
Also, thank you for giving Call Lesser Hero some love.
...
Do heroes and deities no longer gain 3hp per level?
I have a steckosaur charger hero who has gained a grand total of 10hp on his way to lvl 13 (started with 158), leaving him actually outpaced by some weak non-hero units when # of figures is accounted for.
For example, a lizardman ambusher has 4 figures with 7 health; my lvl 11 ambusher now has 10 health, for a total gain of 12hp in only 10 lvls (no items or health selected on lvl up). This seems a bit off, so I'm wondering if it's unintended.
On the other hand, my Deity Ssassrah seems to be gaining a steady 2hp per level.
This is a brand new game created under 2.01 yesterday, no mods.
Also, Ssassrah only has a capacity of 1 healing and 1 mana potion, instead of the usual 5 for deities. I'm guessing that this is an old one that needs fixing.
Also if cast progress on call greater hero doesnt save maybe make it so it does? right now you can get about 2 relatively early if you rush some things but if you get bad rng with the selection it kinda bogs down your progress
It looks like lesser heroes are currently experiencing health gains equal to their original base unit - pity the poor kobold lieutenant hero!
Would it be possible to tie lesser heroes' health gains to their starting health at lvl 1?
e.g. a Highman Paladin with 200 hp at lvl 1 would therefore gain 3.045 hp per lvl, the same as other 1 figure, 200 hp units like Thronn or Grimdire.
There seems to be a problem with some cave tiles.
https://cdn.discordapp.com/attachments/937718489764990996/937718690697326602/889080_20220131233655_1.png
https://cdn.discordapp.com/attachments/937718489764990996/937718691221618709/889080_20220131233718_1.png
I don't understand what your images are supposed to show.
Could you send us a save game? Will try to figure out whats going wrong with your save game. Lesser heroes should get a minimum of 2 health per level.