The schools should have some basic characteristics how they perform in tactical combat. AIR Lightning spells cause damage + stun, damage is overall more random than other elements, missile protection FIRE Best damage potential with direct damage + damage over time combined in the same spell EARTH Best direct damage with knockdown but less damage potential than fire, damage less random, physical
Hound
Some really cool spells in there. I especially like the 7 deadly sins enchantments. [e digicons]}:)[/e] But... I think the spellbook needs to be better structured. Right now it seems like a bunch of books with random spells in them. Fire Elementals are in Summoning instead of Fire. Ruin and Restoration have the same spells in them. Magic domains (Fire, Life) get mixed up with different types of spells, i.e. Enchantment or Summoning spells are something that every d
Ive been playing Disciples 3 now and the hero level up is pretty fun. Each level up you get 3 attribute points and 2 or 3 skill picks. Instead of a skill tree, there's sort of a skill maze. Granted, the skills are mostly +2 to an attribute or +5% to a resistance and could be more exciting, but it works. Skill trees are always fun and you can plan ahead. Elemental could have lots of cool spellcasting specialization and combat abilities to pick. In addition to the attribute incr
What they should do at least is an effort to distance the attributes from DnD. Currently, they are an exact match even if the math might be different. For someone who has played DnD the attributes already have a meaning and they scream mediocre. No Sovereign should be mediocre even in the beginning. Considering that, I don't see the need for negative modifiers for Sovereigns. I can see how a spell of Weakness might give you -4 Str, but it might as well give you -40% attack, or -4 atta
Good point. Why should they be colored anyway? I don't think the actual buildings need to be colored either. Just a flag somwhere in the city would do. City icons on cloth map could be colored though.
I would rather see specialization on a school level instead of individual spells. That's why I've been suggesting they add an Arcane or Sorcery school that would cover any spells that currently don't fit in elemental schools, life or death. That would include the mind/spirit type magic and counterspells. Specialization could actually lower mana cost for spells. You could then freely pump more mana into them to make them more powerful a la Master of Magic. Range should also be a factor
I'd like a Sins style grouping - you create a group, designate a leader and then selecting the leader from the empire tree moves the whole group. I'd also like to see some group stats. At least the group speed that should be equal to the slowest unit in the group.
Totally removing the graphic is what I mean by not visible at all. ;) I think it would be more exciting traveling around and stepping on "empty" tiles if there always was a tiny chance of finding something valuable. You could even keep some units on auto explore to scout mapped areas for loot. Units with better vision should have a higher chance of finding stuff. Crows should make excellent scouts even if they couldn't carry anything themselves.
I agree that big obvious things should be big and obvious also in the 3D view. But small things like a dropped purse shouldn't be visible at all. Those should just be a random find without being able to spot them from 5 tiles away.
Since the other thread blew up I'll repost some stuff here. Regarding Essence, I think it would be cool if it could be "invested" into things without permanently losing it. E.g. plant a Seed of Life in the ground that would start reviving the land around it. The Seed would remain there and it could be dispeled by enemy Sovereigns (or a two faced ally). Therefore planting it under your capital would be beneficial. If the Seed would be dispeled, the Essence would try to return to the ca
[quote who="Hound" reply="26" id="2664652"] quoting post Interesting Choices. Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign ca
What I would really want is better freedom without being forced to have either Life or Death magic. There should be a neutral option of just being an Elementalist or a Sorcerer who doesn't concern himself with growing grass or black magic.
[quote who="PyroMancer2k" reply="5" id="2664676"]The adventure tech tree is mostly garbage right now. I agree it does need an overhaul on how it is handled. Here is what I think it should be more like. Explore Ruin Techs - Give you bonuses to finding more and better stuff when exploring ruins. [/quote] That's what I meant by taking the adventuring out of adventuring. If you know you won't find good stuff before "researching ruins" it won'
I would like to see Vikings and Saracens as they would be the most distinct ones culturally and geographically, compared to the medieval european humans. Undead are a really cool faction too. I hope the "Wraiths" amongst the Fallen will actually be undead.
[quote quoting="post"] Interesting Choices . Being forced to spend essence to build a city is not a choice interesting or not. I’m inclined to find some other use to revive land rather than forcing users to use it to effectively build a town. That is, we’d let the player build cities on the foresaken land. That’s a pretty big game change but when you add the new game behavior that the sovereign can only found their kingdom (after that, only p
Weird, now the availability of D3 is "only Germany" on Impulse. I really hope they slipped a premature version through and that they're still working on the real localization versions with more updates and that the horrible horrible amateur VO's are placeholders. Based on what I've seen so far I agree with some of the above posters that the game looks fun and feels like Disciples but could've still used more polish and tweaking. Especially the new tactica
[quote]ITEM #7: NOTIFICATIONS AND UI[/quote] Concerning the UI, I really like the scroll backgrounds. It is the rest of the content of these scrolls that does not match - the metallic buttons, icons that don't look like drawings on a scroll and the different color frames with textureless backgrounds inside the scrolls. All of the scrolls could get rid of the frames and have some faint picture on the background. The buttons of the scrolls could look like seals so
Another idea would be to reserve the Shards for maintaining powerful global enchantments like permanent thunderstorms or an ice age. You'd assign the spell to the shard and it would maintain it until dispelled. A claimed but unassigned Shard could cut the Mana costs of appropriate spells in half. At least this way the Shards would be useful both early and late game and would effectively limit the amount of the really powerful spells.
I can already imagine giving a horde of archers some Haste enchantment, running them in circles around the enemy and gunning them down on the global map without having to bother entering the battlefield at all. [e digicons]:O[/e]
SUGGESTION FOR ESSENCE Separate Essence from Mana entirely. In effect, Essence would be the quality of your spells while Mana would be the quantity of your spells. Describe Essence as the Sovereign's power potential - the maximum amount of mana he can channel through him. In game terms, maximum amount of Mana spent per turn. Have Essence directly affect your spell power: damage, duration, overall power. Have Intelligence affec
I'd vote against shooting arrows anywhere but the battlefield, assuming the tactical map will be large enough to let the archers fire from maximum range. And it should be. Same goes for any siege machinery. Only global spells on the strategic map.
[quote who="SavageBananaMan34" reply="1" id="2664040"]I like the idea of needing some research to explore a dungeon "properly." Imagine an unprepared novice simply walking into an ancient ruin and being instantly killed by some booby trap he would have been able to disarm properly had his scholars taught him about them prior. It's really a matter of explaining the need for the tech in the "flavor text" on the tech screen. If the writers can come up with a convincing reason fo
The first one is a biggie for me at least but I guess it's too late unless already planned in secrecy. THE COOLNESS FACTOR When casting a global spell it should feel like you are doing something especially powerful, possibly world altering. This could be done by playing a simple cinematic sequence using the game engine. So even if you are all zoomed out on the cloth map you would see some more or less epic spellcasting. E.g. first show a
Some of the techs in this tree seem a bit weird. You need to research a tech to be able to hand out gold and recruit someone? Another tech to be able to enter ruins? And another to enter dungeons? I could see researching old tales and ancient texts to discover the location of some long lost place of significance. Researching old texts to advance in the Master Quest or to get hold of exceptionally powerful items. So I'm thinking this tree needs to be cleaned u
Some graphical representation of enemy forces (and your own troops) before deciding to fight or run would be most welcome. All enemies don't need to be visible of course to keep a little surprise element in the game. The skill and number of your scouts should determine how much you know of the enemy forces before deciding whether to fight or retreat.