I'll think about it, for the time being, on the next version, the original factions will have a limited number of mercenary mages who won't be as powerful as the other mages, however they'll help to balance things out.Capt. Snow said:Hey, I noticed that there are conjurers of cheap tricks polluting my glorious Swadia. Could you add an option while starting a new game to turn off magician mercenaries? Like the option Blood and Steel has for the female mercenaries but instead for the mages in vanilla faction armies.
If I remove mages from the original factions there's a risk they'll become much too weak against spell wielding armies and be crushed too easily.
mercav said:I think the new lords are too far away from the enemy to attack, not their lack of castles. In my game, the undead and the dwarves attacked the Sarranid when at war, the elves attacked the Vaegirs, the drow the Rhodoks, and the drow and dwarves attacked each other.
I have noticed that many of the villages now carry musical instruments instead of standard trade items/food. Do these actually help with the entertain skill? Also, can you add a notice when you gain benefits from entertaining?
In the HoMM 5 (I know this isn't D&D based) necromancy is used to turn slain enemies (or your own units) into units of similar function/tier. Turning your own units requires a certain structure in your city. Converting slain enemies is done by giving you a set amount of points each week (as I remember) and you can convert a certain percentage of enemy units, with both numbers increased by your necromancy skill. Additionally, higher tier undead cost more points to create.
- Agreed, the Temple faction is much too far away from everything. On the next version they'll be a lot closer to the Vaegirs so they start being a little bit more active. Also all fantasy factions will get a one time troop boost so they can endure a war with the original factions.
- Without a musical instrument in your inventory, you won't be able to use the entertain skill. I'll add some special instruments later that will add a bonus to the entertainment check rolls
- Necromancy and other new features can and should be refined. Turning slain troops into lesser forms of undead sounds like a good idea and having a sacrificial altar for creating/upgrading undead in a necromancer's city also sounds like something that would make the game more interesting. I'll give to it some thought and see what can be done.
Diaphantos1 said:How big of an area is this in the actual battle scene? I like undead, but I also play as a Cavalry Lancer. If the area is too small, I won't be able to leave the vicinity of my undead, making My horse and lance useless. It'd also prevent me from taking part in the battle personally, which I'm fairly fond of.
That would be around 3 horse lengths away, so you'll have to be fairly close to guarantee they won't turn against you, however, there was something wrong in the rebellion formula, so, as it stands in version 0.25, there's a 50-50 chance they'll rebel. On the next version, that is corrected and undead armies will be much more stable.
FinnishKnight said:All the non-human lords that are male are referred as madame or lady in the game?
Yes, that is a known issue, I'll check what makes them address non-human lords as females, but since the game works as it is right now, it is only a small detail and something without a high priority to fix.