This game has me addicted in a hardcore way.... after hundreds of hours, I wanted to offer a few thoughts on what would improve the experience - from amazing to perfection:
* Have a slower research option. I play on "Epic" and on large/huge maps I often start to max out the tech with only half the map explored .... related is that I am constantly improving cities/units; I think there should be periods where no new tech is easily available - this would also place more emphasis on decisions made tech-wise. For example: if someone decided to research the magic tree and create henchmen/heroes with high damage spells ran up against a military focused race it would be truly different forms of combat instead of each race able to catch up fairly easily and have similar units.... This is probably my biggest complaint... slower tech would make a real difference.
* Range weapons - the range weapons seem gimped in this game. I find massive 45 attack items but the highest ranged weapon is around 16? Longbow men were among one of our history's deadliest breakthroughs in tech - yet in FE bows don't seem worth the time or investment.
* Reduce hammers - these are by and large the default go to weapon. I don't know if they need a lower initiative.... or only let them either: bash or knock prone but not both - but they are hideously powerful and it is difficult to want to play any other weapon if the AI is ahead of you.....
* The AI opponents seem to start on random maps fairly close? I will play large/huge maps yet often meet 4-6 of the players (usually have 10) quite quickly.... further, I will watch the AI cut off settable land but then not settle it for 100s of seasons..... ???
Overall it is a fantastic game - one I am so glad I purchased...... but just a few thoughts.
I've played with the Crushing Blow ability, reducing it's effect from 200% damage down to 150% damage. I find it to be a much better balance of the weapon, you attempt to wait until the end of the battle before executing the ability. Determining 'when' that end is can sometimes be tricky.
I totally agree that ranged weapons are weak in my tactics, but perhaps that is because of my tactics. For Sov/champions/henchmen with a good Attack, it seems a waste to gimp it with a much lower Init from bows.
But I like swords on my Sov/Champions/Henchmen. If I can survive the first blows, I often can heal the unit to full health - all the while the swordbearer get's a better Init and counterattacks. I agree there are situations where a crushing-blow-killed foe is better, but especially vs single big monsters the swords are IMHO good. If more people have different opinions on which weapon they prefer, it seems the weapons are well balanced.
But I will have a try in next game with hammers, at least on the troop/s/ that the AI seldom targets.
I agree with this 100%.
I also always play with the 'Epic' speed setting and I still find myself going through the tech trees very quickly - it makes the decisions seem less important than they should or could be.
I can't imagine how fast tech progression must be on the other settings.
I don't think we need bigger tech trees (although more technologies is always nice), I just think there should be an option for even 'slower' (less quick) research speeds. A 'Ridiculously Epic' setting for example..
I agree about the research topic. Research is either to short in the science line or just to quick done. Just the magic tree seems a bit longer. The repeatable science traits seems to cheep either.
@Op and forth, reducing the tech pace further will either make it required to explore more of the map for most people, or most likely unneccesary features, so I don't think adding it will happen.
However you can both edit and fix this easily yourselves:
Search for this in elementalDefs.xml (in your steam/steamapps/common/FELegendaryHeroes/English/Data folder)
<!-- ** game pacing effects on techs ** -->
<TechPacingMultiplier_Epic>3.0</TechPacingMultiplier_Epic> <TechPacingMultiplier_Normal>1.0</TechPacingMultiplier_Normal> <TechPacingMultiplier_Fast>0.5</TechPacingMultiplier_Fast>
Edit the epic speed to whatever you want. If needed increase the turn multiplier below this as well.
PS! You can always do as me and crank up the AI difficulty as well, tech speed is not fast enough for me when the AI techs 10x my speed
I agree on hammers being a bit too strong, especially when coupled with Rush. Give some troops with Rush a hammer and a shield and more often than not they will have first strike - Crushing blow (due to being able to cover lots of terrain) taking out most of the enemy troops before they even get a chance to attack. Maybe just remove crushing blow altogether and increase bash chance.
Blunt weapons are very useful in the early game. Once I have a few groups with ranged frost weapons though I can take down hammer-wielders before they're in range to hit my units. It does help to have a mage there casting freeze to slow them down further. On low-metal maps I often bypass all armor and metal weapons and just use ranged magic weapons. Since they ignore armor a 13 damage staff wielded by 6-member parties do a lot of damage but it's useful to boost their initiative with perks, city enchantment and the right fortress since the staffs have -6 initiative.
What happens if you have a Great Wolf and magic staffs? Does a fire staff benefit from the Wolf's howl (a level 8 Wolf adds +8 Attack to swordswielding units).
I would assume not. Attack is physical damage, staffs are elemental damage. I haven't tested to confirm though.
It won't. Just as doing Lethal warrior path won't improve your staff damage on your hero. The only things increasing pure elemental damage, is other elemental damage (weapons with elemental and physical damage, will get both)
Ok. So +Attack won't increase fire/cold/lightning-staffs, but what about the other way? I think a +1 Fire Attack ring on a Sov adds to both his Sword-attacks and his Fire staff-attacks? N'est-ce pas?
I think I fought a ghost (not sure about its name) that my Henchmen could damage a little with swords as they had +1 Fire attack equipment.
Correct.
Note that you can check this easily in-game. Select a unit and hover your mouse above the attack icon, text or value. You will see a tooltip with detailed information abouth the attack values. If you wield a regular sword with the fire ring you should see +1 fire attack in the tooltip, as well as the pysical attack value. And then you can do the same with a ice or fire staff.
They stopped boosting elemental damage with +Attack bonuses because elemental damage ignores armor. Elemental damage is still pretty powerful, even though you can only boost it with elemental trinkets. And for a neat combo to make your elemental staff-wielding units more versatile, combine ice staffs with the Heart of Fire city enchantment (a 3+ essence city is best for this). Your attacks will do both ice and fire damage, so even when attacking ice resistant or immune units and it says they are resistant or immune, you can still attack them with the staffs and the fire damage that is rolled as a "hit" will count, plus some of the ice damage if they are only resistant rather than immune to it.
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