Posted October 03, 2018
Hi,
First of all, thanks for the game!
2nd long text warning!!!
The 12x12 bigger tactical map is awesome, it adds more strategic depth to the game!
I like the new alliance-mechanism (temple of the masters), i hope lizardmen and ork innerbilding-alliance-opportunity added in the (near)future, and maybe later goblin and halfling as well.
I like the new hero selections, SUGGESTION: the player should choice the starting skill of the hero, the starting skill should determinate the heroe's strating troops, inventoryitems and spells.
General suggessions:
Swiftness ability lets the hero make an attack and then cast astral energy and attack again. Unbeatable combination, and game breaking. Solution: the Astral Energy is overpowered, nerf it to +3 Resistance, 1 Stamina + 1 stamina per Spellpower and target gets the extra turn, additionally increase the cost to 4 stamina and 4 crystals.
The bonus of 2 gold, when the province is explored to 100%, is a bit low. It should be more rewarded if that effort is done by a player maybe 5 gold. The citizens must feel safer when there are no unexplored areas in a province may worth +1 population mood.
Pls add an option to arrange the provinces in alphabetical order in "List of Provinces".
Hoseat shard... (Not a problem if it is buggy, but PLEASE copypaste the MotBW version at least. A polished hotseat sandbox version...I would gladly buy it as DLC.).
On heroes:
I like the new heroes!
Sorceress and mages ( for that matter spells in general ) are very weak! Now I know that the spells are the same as they are in broken worlds but, the enemies are not! They have been modified in their resistance. Resistance stat has changed, honed and or refined, this is not a bad thing but I think what is missing here is spell refining, because spell damage is almost non existent... magic is so much weaker than simply shooting or hitting the opponent. May adding 2 Spellpower per Magic Power skill level solve the problem...
An other nice idea to add the opportunity to use scrolls in combat. Sorceress may equip a scroll left arm (shield) and uses it as an extra memorised spell (for example: level 1 sorceress has 3 level 1 spellslot, filled Magic spark, Fatigue and Inspitarion, now can cast those spells. Equip a Web spellscroll so it can be casted 3 times as the other 1st level spells. Equip a Sleep spell scroll, it can not be casted because the sorceress has not jet 2nd level spellslot.).
The pilot is a good idea, but the actual movement/attack mechanics are a bit counterintuitive and fairly restrictive.
SUGGESTION: the pilot should start level 1 Mobility 1 but the Air Baloon should add +1 Mobility whiles he/she is flying.
Level 5 the pilot could land in the province where she/he is (you must first airborn, then land).
Level 10 the pilot can walk
Level 15 fly over water
Level 20 fly over mountain
Level 25 the pilot can hire troops while in flight.
I like leagte, it is a new flavor in the game. Command should need rebalancement a bit to add more "firmness" like Magic-Wisdom duo.
SUGGESSION new COMMAND attribute system:
Command Level _____ Tier 1 Units _____ Tier 2 Units _____ Tier 3 Units _____ Tier 4 Units
0 __________________________3_______________0________________0_________________0
1.__________________________3_______________1________________0_________________0
2 __________________________4_______________1________________0_________________0
3.__________________________4_______________2________________0_________________0
4.__________________________4_______________2________________1_________________0
5.__________________________5_______________2________________1_________________0
6.__________________________5_______________3________________1_________________0
7.__________________________5_______________3________________1_________________1
8.__________________________6_______________3________________1_________________1
9.__________________________6_______________4________________1_________________1
10._________________________6_______________4________________2_________________1
Leadership skill (COMMANDER):
1. level: Experience Gained +5%, Morale +1
2. level: Experience Gained +5%, Morale +1
3. level: Experience Gained +5%, Morale +1, +1 unit of 3rd rank
4. level: Experience Gained +5%, Morale +2
5. level: Experience Gained +5%, Morale +1, +1 unit of 4th rank
LEGATE command_____Tier 2 Units_____Tier 3 Units_____Tier 4 Units
0 __________________________1_______________0________________0
1 __________________________2_______________0________________0
2 __________________________3_______________0________________0
3 __________________________4_______________0________________0
4 __________________________4_______________1________________0
5 __________________________5_______________1________________0
6 __________________________5_______________2________________0
7 __________________________5_______________2________________1
8 __________________________6_______________2________________1
9 __________________________6_______________3________________1
10 _________________________6_______________3________________2
Leadership skill (LEGATE): may worth to rename to Senior Officer
1. level: Experience Gained +5%, Officer +1, Morale +1
2. level: Experience Gained +5%, +1 unit of 3rd rank
3. level: Experience Gained +5%, Officer +1, Morale +2
4. level: Experience Gained +5%, +1 unit of 4th rank
5. level: Experience Gained +5%, Officer +1, Morale +3
old heroes SUGGESTIONS:
WARRIOR:
Athletics skill:
1. level: Initiative +1, Forced March 3
2. level: Initiative +1, Speed +1
3. level: Initiative +1, Recuperation +3
4. level: Initiative +1, Speed +1
5. level: Initiative +1, Charge
Willpower skill:
5. level: Resistance +1, Morale +3
Combat skill:
5. level: Round Attack (stamina cost 8)
(The stamina cost of Double Shot is 5 and the Round Attack is a "triplestrike", so shouls be costly)
SCOUT:
Looting skill:
1. level: Spoils 5%, Experience gained +5%
2. level: Spoils 10%
3. level: Spoils 10%, Experience gained +5%
4. level: Spoils 15%
5. level: Spoils 20%, Experience gained +5%
Archery skill:
1. level: Precise Shot +1, Ammo +1
2. level: Precise Shot +1, Ammo +1
3. level: Precise Shot +1, Fletcher
4. level: Precise Shot +2, Ammo +1
5. level: Precise Shot +2, Master Fletcher
Fletcher: Inceases/repairs the current durability of currently used arrows <Left Arm (Missiles)> with 1 point (the item's durability should not exceed the maximum) at the end of the strategic map's turn when the hero did not fight.
Master Fletcher: Inceases/repairs the current durability of currently used arrows <Left Arm (Missiles)> with 1 point (the item's durability should not exceed the maximum) at the end of the strategic map's turn.
Reaction skill:
5. level: Speed +1, Swiftness
WIZARD:
Thaumaturgy skill:
1. level: Hero Resistance +1, Target Resistance: -1
2. level: Hero Resistance +1, Target Resistance: -1
3. level: Hero Resistance +1, Target Resistance: -2
4. level: Hero Resistance +2, Target Resistance: -2
5. level: Hero Resistance +2, Target Resistance: -2
Summoning skill:
1. level: Strength of Summoned Creatures: +2, Summoning Range +1
2. level: Strength of Summoned Creatures: +2, Summoning Range +1
3. level: Strength of Summoned Creatures: +2, Summoning Range +2
4. level: Strength of Summoned Creatures: +3, Summoning Range +1
5. level: Strength of Summoned Creatures: +3, Summoning Range +2
Wisdom skill:
1. level: Experience Gained +15%, +1 1st circle spell, -5% gem cost reduction
2. level: Experience Gained +10%, +1 1st circle spell, -10% gem cost reduction
3. level: Experience Gained +10%, +1 2nd circle spell, -10% gem cost reduction
4. level: Experience Gained +5%, +1 3rd circle spell, -15% gem cost reduction
5. level: Experience Gained +5%, +1 4th circle spell, -15% gem cost reduction
COMMANDER:
Logistics skill:
1. level: Army Upkeep -5%, Siege +10
2. level: Army Upkeep -10%, Siege +5
3. level: Army Upkeep -10%, Siege +10
4. level: Army Upkeep -10%, Siege +5
5. level: Army Upkeep -15%, Siege +10
Healer and Magicshoot units were ignored:
Ranged Tactics skill:
Ammo should affect the ammo capacity of melee troops with a secondary ranged attack as well, but not healers/Magic shot.
Wand Ranged Attack bonus should affect units using Magic Shot, but not spells.
Range bonus should affect ranged units, healers, magic shot and secondary ranged attacks.
1. level: Ranged Attack +1
2. level: Wand Ranged Attack +1, Ammo +1
3. level: Ranged Attack +1
4. level: Wand Ranged Attack +1, Ammo +1
5. level: Range +1
Discipline skill:
The skill of discipline increases the vitality of units and raises their magic resistance and power.
Magical Ammo should affect the ammo capacity of healers and Magic shot units.
1. level: Hit Points +1, Resistance +1
2. level: Hit Points +1, Magical Ammo +1
3. level: Hit Points +1, Resistance +1
4. level: Hit Points +1, Magical Ammo +1
5. level: Hit Points +2, Resistance +1
First of all, thanks for the game!
2nd long text warning!!!
The 12x12 bigger tactical map is awesome, it adds more strategic depth to the game!
I like the new alliance-mechanism (temple of the masters), i hope lizardmen and ork innerbilding-alliance-opportunity added in the (near)future, and maybe later goblin and halfling as well.
I like the new hero selections, SUGGESTION: the player should choice the starting skill of the hero, the starting skill should determinate the heroe's strating troops, inventoryitems and spells.
General suggessions:
Swiftness ability lets the hero make an attack and then cast astral energy and attack again. Unbeatable combination, and game breaking. Solution: the Astral Energy is overpowered, nerf it to +3 Resistance, 1 Stamina + 1 stamina per Spellpower and target gets the extra turn, additionally increase the cost to 4 stamina and 4 crystals.
The bonus of 2 gold, when the province is explored to 100%, is a bit low. It should be more rewarded if that effort is done by a player maybe 5 gold. The citizens must feel safer when there are no unexplored areas in a province may worth +1 population mood.
Pls add an option to arrange the provinces in alphabetical order in "List of Provinces".
Hoseat shard... (Not a problem if it is buggy, but PLEASE copypaste the MotBW version at least. A polished hotseat sandbox version...I would gladly buy it as DLC.).
On heroes:
I like the new heroes!
Sorceress and mages ( for that matter spells in general ) are very weak! Now I know that the spells are the same as they are in broken worlds but, the enemies are not! They have been modified in their resistance. Resistance stat has changed, honed and or refined, this is not a bad thing but I think what is missing here is spell refining, because spell damage is almost non existent... magic is so much weaker than simply shooting or hitting the opponent. May adding 2 Spellpower per Magic Power skill level solve the problem...
An other nice idea to add the opportunity to use scrolls in combat. Sorceress may equip a scroll left arm (shield) and uses it as an extra memorised spell (for example: level 1 sorceress has 3 level 1 spellslot, filled Magic spark, Fatigue and Inspitarion, now can cast those spells. Equip a Web spellscroll so it can be casted 3 times as the other 1st level spells. Equip a Sleep spell scroll, it can not be casted because the sorceress has not jet 2nd level spellslot.).
The pilot is a good idea, but the actual movement/attack mechanics are a bit counterintuitive and fairly restrictive.
SUGGESTION: the pilot should start level 1 Mobility 1 but the Air Baloon should add +1 Mobility whiles he/she is flying.
Level 5 the pilot could land in the province where she/he is (you must first airborn, then land).
Level 10 the pilot can walk
Level 15 fly over water
Level 20 fly over mountain
Level 25 the pilot can hire troops while in flight.
I like leagte, it is a new flavor in the game. Command should need rebalancement a bit to add more "firmness" like Magic-Wisdom duo.
SUGGESSION new COMMAND attribute system:
Command Level _____ Tier 1 Units _____ Tier 2 Units _____ Tier 3 Units _____ Tier 4 Units
0 __________________________3_______________0________________0_________________0
1.__________________________3_______________1________________0_________________0
2 __________________________4_______________1________________0_________________0
3.__________________________4_______________2________________0_________________0
4.__________________________4_______________2________________1_________________0
5.__________________________5_______________2________________1_________________0
6.__________________________5_______________3________________1_________________0
7.__________________________5_______________3________________1_________________1
8.__________________________6_______________3________________1_________________1
9.__________________________6_______________4________________1_________________1
10._________________________6_______________4________________2_________________1
Leadership skill (COMMANDER):
1. level: Experience Gained +5%, Morale +1
2. level: Experience Gained +5%, Morale +1
3. level: Experience Gained +5%, Morale +1, +1 unit of 3rd rank
4. level: Experience Gained +5%, Morale +2
5. level: Experience Gained +5%, Morale +1, +1 unit of 4th rank
LEGATE command_____Tier 2 Units_____Tier 3 Units_____Tier 4 Units
0 __________________________1_______________0________________0
1 __________________________2_______________0________________0
2 __________________________3_______________0________________0
3 __________________________4_______________0________________0
4 __________________________4_______________1________________0
5 __________________________5_______________1________________0
6 __________________________5_______________2________________0
7 __________________________5_______________2________________1
8 __________________________6_______________2________________1
9 __________________________6_______________3________________1
10 _________________________6_______________3________________2
Leadership skill (LEGATE): may worth to rename to Senior Officer
1. level: Experience Gained +5%, Officer +1, Morale +1
2. level: Experience Gained +5%, +1 unit of 3rd rank
3. level: Experience Gained +5%, Officer +1, Morale +2
4. level: Experience Gained +5%, +1 unit of 4th rank
5. level: Experience Gained +5%, Officer +1, Morale +3
old heroes SUGGESTIONS:
WARRIOR:
Athletics skill:
1. level: Initiative +1, Forced March 3
2. level: Initiative +1, Speed +1
3. level: Initiative +1, Recuperation +3
4. level: Initiative +1, Speed +1
5. level: Initiative +1, Charge
Willpower skill:
5. level: Resistance +1, Morale +3
Combat skill:
5. level: Round Attack (stamina cost 8)
(The stamina cost of Double Shot is 5 and the Round Attack is a "triplestrike", so shouls be costly)
SCOUT:
Looting skill:
1. level: Spoils 5%, Experience gained +5%
2. level: Spoils 10%
3. level: Spoils 10%, Experience gained +5%
4. level: Spoils 15%
5. level: Spoils 20%, Experience gained +5%
Archery skill:
1. level: Precise Shot +1, Ammo +1
2. level: Precise Shot +1, Ammo +1
3. level: Precise Shot +1, Fletcher
4. level: Precise Shot +2, Ammo +1
5. level: Precise Shot +2, Master Fletcher
Fletcher: Inceases/repairs the current durability of currently used arrows <Left Arm (Missiles)> with 1 point (the item's durability should not exceed the maximum) at the end of the strategic map's turn when the hero did not fight.
Master Fletcher: Inceases/repairs the current durability of currently used arrows <Left Arm (Missiles)> with 1 point (the item's durability should not exceed the maximum) at the end of the strategic map's turn.
Reaction skill:
5. level: Speed +1, Swiftness
WIZARD:
Thaumaturgy skill:
1. level: Hero Resistance +1, Target Resistance: -1
2. level: Hero Resistance +1, Target Resistance: -1
3. level: Hero Resistance +1, Target Resistance: -2
4. level: Hero Resistance +2, Target Resistance: -2
5. level: Hero Resistance +2, Target Resistance: -2
Summoning skill:
1. level: Strength of Summoned Creatures: +2, Summoning Range +1
2. level: Strength of Summoned Creatures: +2, Summoning Range +1
3. level: Strength of Summoned Creatures: +2, Summoning Range +2
4. level: Strength of Summoned Creatures: +3, Summoning Range +1
5. level: Strength of Summoned Creatures: +3, Summoning Range +2
Wisdom skill:
1. level: Experience Gained +15%, +1 1st circle spell, -5% gem cost reduction
2. level: Experience Gained +10%, +1 1st circle spell, -10% gem cost reduction
3. level: Experience Gained +10%, +1 2nd circle spell, -10% gem cost reduction
4. level: Experience Gained +5%, +1 3rd circle spell, -15% gem cost reduction
5. level: Experience Gained +5%, +1 4th circle spell, -15% gem cost reduction
COMMANDER:
Logistics skill:
1. level: Army Upkeep -5%, Siege +10
2. level: Army Upkeep -10%, Siege +5
3. level: Army Upkeep -10%, Siege +10
4. level: Army Upkeep -10%, Siege +5
5. level: Army Upkeep -15%, Siege +10
Healer and Magicshoot units were ignored:
Ranged Tactics skill:
Ammo should affect the ammo capacity of melee troops with a secondary ranged attack as well, but not healers/Magic shot.
Wand Ranged Attack bonus should affect units using Magic Shot, but not spells.
Range bonus should affect ranged units, healers, magic shot and secondary ranged attacks.
1. level: Ranged Attack +1
2. level: Wand Ranged Attack +1, Ammo +1
3. level: Ranged Attack +1
4. level: Wand Ranged Attack +1, Ammo +1
5. level: Range +1
Discipline skill:
The skill of discipline increases the vitality of units and raises their magic resistance and power.
Magical Ammo should affect the ammo capacity of healers and Magic shot units.
1. level: Hit Points +1, Resistance +1
2. level: Hit Points +1, Magical Ammo +1
3. level: Hit Points +1, Resistance +1
4. level: Hit Points +1, Magical Ammo +1
5. level: Hit Points +2, Resistance +1
Post edited October 03, 2018 by kugistrategy