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Caster of Magic Release thread : latest version 6.06!

Is it correct that Famous doesn't change the chance cap?
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(February 17th, 2017, 15:28)Catwalk Wrote: Is it correct that Famous doesn't change the chance cap?

Correct, it's 20% either way.
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I always play hero-centric strategies, and often use Famous + Artificer. IMHO heroes are the most fun part of the game, and saying "heroes are too powerful" is like saying "normal units are too powerful". It's a broad sweeping statement without any possible actual basis. If somebody wants to play without heroes, great, they should - but that's a class of strategies, like playing without summoned units or something.
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Heroes are definitely too powerful, I'm sweeping Impossible with basic heroes right now. I love playing with heroes, but I feel that they're too strong at present.
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I'd like to know what builds people who claim to use hero centric strategies are actually using.

For instance, catwalk, in your game you don't have artificer, and much of your play revolves around adamantium holy bonus windwalking horsebowman.

Similarly, famous and charismatic doesn't actually do a THING to make your heroes better - it simply gets you more of them.

Then, in my impossible game, I've maxed out everything that can make a hero sturdier, bit because I did, I have no armies that can support my hero. So my extremely hero centric game is actually weaker than catwalks.

My gut feeling is that it isn't the heroes making your game a pushover catwalk. Its the synergy between everything, and the fact you made the most of all of it.
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I agree to an extent, but the game was really already over by the time I got access to Adamantium and Holy Bonus. I think maybe Life was a larger game breaking complement to heroes, the AI had a very hard time damaging heroes with Endurance + Heroism + Tactician + Holy Armour. I suspect that it's this combo, more so than heroes themselves, which break the game. I'm testing this out in my next game, no heroes.

Famous is underwhelming, it should be merged with Charismatic. Both are bad ways to spend 1 pick, and they're too obvious a combo to pick separately. In fact, go ahead and mix those two with Tactician. New retort:

Adventurer
Double chance for heroes, mercenaries and items (and double chance cap!)
Half cost for heroes, mercenaries and items
Skip the diplomatic bonus
+1 defense, +1 resistance and +1 heart for heroes

Scale hero power back down a little again and you have a nice retort for 1 pick.
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Nah, the diplomacy bonus of charismatic with aura of majesty is actually a really viable strategy. Wouldn't want to see human pacifist wizards removed. Charismatic is OK as is, famous is one of those 'if its strong enough to be noticeable, its probably op, but if not, even if its changing the game, it doesn't feel like it.. So why take it?'

Also I take tactician all the time in games I never use a single hero in combat. I'd hate to lose it.
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(February 20th, 2017, 06:52)Nelphine Wrote: I'd like to know what builds people who claim to use hero centric strategies are actually using.

For instance, catwalk, in your game you don't have artificer, and much of your play revolves around adamantium holy bonus windwalking horsebowman.

Similarly, famous and charismatic doesn't actually do a THING to make your heroes better - it simply gets you more of them.

Then, in my impossible game, I've maxed out everything that can make a hero sturdier, bit because I did, I have no armies that can support my hero. So my extremely hero centric game is actually weaker than catwalks.

My gut feeling is that it isn't the heroes making your game a pushover catwalk. Its the synergy between everything, and the fact you made the most of all of it.

Some of the best hero bonuses are ones that buff other units. For example, a high-level hero with Logistics makes your halber-spam strategy soooooo much better... with Endurance, you can have 6-move halbers in battle! Similarly, Prayermaster, Divine Barrier, Soul Linker, and Guiding Beacon can make a really big difference with the right stacks.
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As promised, the 3.22 update!

3.22
-Fixed AI bug : AI prefers tiles the human player already scouted as settler destination, as all nonscouted tiles report 0 resources for the AI as well through the Surveyor.
-Possessed or Creature Bound units on the loser's side now cannot regenerate to return on the winner's side from death and are irrecoverably dead. (Confusion already works like this)
-Fixed map scrolling bug when the AI casts Raise Volcano and some other spells.
-Fixed bug : Units shown on the overland screen during enemy turns is often out-of-synch with the actual position show on the map or out of date.
-Wind Walking units are now always displayed on top for the stack like ships on the overland map.
-Heroes are always displayed on top of the stack unless a transport or wind walker is present. Highest ID hero is displayed if there are multiple heroes (Chosen>Champions>other heroes)
-If none of the above applies, the most expensive unit is displayed on top of the stack, where the cost for fantastic units is the “cost” field used to determine EXP value, not the summoning cost. In general, the unit worth the most EXP is displayed on top.
-Entangle's effect is now applied immediately to the enemy units, not just after the end of the turn.
-Donation event gold amount is now 100+5*Current Turn*random(5)
-Fixed bug : Great Unsummoning, Final Wave, and overland direct damage spells corrupt the item in slot 0 if they kill a hero - this has no effect on the game as I already disabled the use of slot 0 a very long time ago.
-Fixed bug : The AI casts a spell during its turn even if all enemy units died at the end of the previous turn to Call Lightning, Wrack, or Fortress Lightning.
-Fixed bug : The owner of Creature Binding and Possession can dispel it, and dispelling Possession is buggy. As the correct dispelling effect was not implemented, these spells still cannot be dispelled, but attempting to do so will no longer remove the spell without reverting control of the unit.
-When Confusion is cast on a unit, the 25% chance for each effect is applied immediately, not at the end of the next turn, so the attacker and the defender is affected equally regardless of turn order.
-When Confusion is applied through Call Chaos, the effect is also applied immediately (25% change to change sides, move randomly or skip turn)
-When Possession, Creature Binding, or Confusion's “change sides” effect is applied at the time the spell is cast, the unit is refilled to its max movement points so it can act immediately, regardless of whether the defender or the attacker used the spell - previously only the defender could do so, as their turn is before the attackers when the units can still move.
-When Great Unsummoning banishes a hero, that hero is irrecoverably dead and the items disappear. (Banish, Exorcise, etc already works like this, I see no reason for G.U. to be different, especially as it had a major bug - it handed the player the item before killing the hero)
-Prosperity costs 175 to cost.
-Adjusted the AI trade value of some spells.
-Stream of Life is now an Uncommon spell.
-Healing Charge is now a Rare spell.
-Adjusted racial unrest tables.

A few more things are left to do, but releasing the settler fix is much more urgent.
-Decide if any changes are needed to Stream of Life and its interaction with unrest increasing spells
-Decide if any changes are needed for Horsebowmen
-Increase the settler limit of the AI on high difficulty, land size, and Myrran plane
-Decide on the new name for Healing Charge
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