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Caster of Magic II Brainstorming Megathread

I am checking quite often dungeons, to plan my conquests.

Would be handy, if the F1 Surveyor screen appear just when i hover mouse over dungeons. Like that:

[Image: iLczP8e.gif]
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I suggest picking the artificer pick should give you more artifacts slots, maybe remove the "fortress vault" and add 4 slots?
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If you Earth Lore a lair which happens to only have a single monster type, the lair's f1 screen won't differ from having just knocked on the door. I wish there was some mark or a note that the lair was Earth Lore'd and the player knows for sure there won't be a second monster type inside waiting.
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I think that when your hero dies at a ruin/node and his artifacts are lost there, whoever clears that node/ruin should get these artifacts once they clear it.
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I think it would be more interesting to be offered other races settlers as mercenaries.
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I have played many hours of the game and I still think there should be a minimum of treasure picks, for example for Aracnus start with 13 wizards, I think a minimum of 12 picks should be used (I know I can modify it locally in moding file, I just think it should be in the standard version).
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GMBarak's ideas of hero artifacts in ruins and settlers merc sounds appealing to me.
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Settler mercenaries are in the making ...
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(June 23rd, 2023, 03:27)GMBarak Wrote: I think that when your hero dies at a ruin/node and his artifacts are lost there, whoever clears that node/ruin should get these artifacts once they clear it.

Lairs and nodes only have 3 item slots so even if this gets added, only the first 3 items could be stored there and that already includes anything the node was already storing.
It makes sense as a feature but it's too late for that, I don't want to do save format changes now.
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May I request ability to add new resource and ability to make wild game spawn on tundra?
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