- Joined
- Apr 6, 2010
- Messages
- 3,219
Use them next to the dungeon gates.
(29 ratings)
I like this suggestion and will add it to my bucket list.Make some "ultimate" items that require more than just crafting to improve.
I've got that for conquest, but not heroic. It'd be a good idea for heroic victory. Economic victory? Nope. There's spies for that.When a player makes some progress towards victory, send warning message to all players. For example, when a player has 80,000 gold, a warning message may be sent to all players.
I may have forgotten a function for charged items dropped. That explains the anhk disappearing. And yes, each boss has 2 unique drops so far. I will add more later, maybe even suggestions.I've seen several ankhs drop from the herald bosses and promptly disappear (none of my units take them).
Are there multiple unique drops from every boss or just one?
Do you use "iseedeadpeople" when playing single player? The computer also takes advantage of the map reveal.And each clump of enemies comes to the other's help from halfway across the mines. How exactly are we supposed to get through?
So, the bandit player was defeated, and the bandits won?Had two bandit players, killed one, and Agatha's gargoyles killed the other. This caused them to win.
Does a bandit victory go to the player with the most bandits killed, or the last-killing one?
Who would win?
A Grand Magus with a wide spell arsenal that has a spell which can purge debuffs through mirror images, a high burst red lighting spell, rune shield that grants a moment of invulnerability which is combined with a ground decay, and a spell that makes it rain greek fire in a wide area of effect
OR
Some punk with an oversized shuriken and a shield you can hire at the Arcane Sanctum? Lol I feel bad for revealing this exploit.
I think this is already an option. Option 1 is available in the tent & inns, while option 2 is available on Altars. Maybe a more costly instant revive (which scales on the hero's level?) thru the Altars would suffice for this one.How about having two ways to revive your hero?
The first option costs a minimal amount of gold but your hero does not revive instantly. For this option, the time for revival could scale with the level of your hero,reputation or a combination of the two.
The second option costs a high amount of gold (and maybe lumber?) and revives your hero immediately.
Option one provides a way to get your hero back cheaply but the downside is you fall behind other players on experience and your base/army is vulnerable without your hero.
Option two ensures your hero doesn't fall behind in experience but you pay for it with the high amount of resources you use in exchange.
Losing your hero should matter to players and reviving them should provide some sort of setback to players. In this case at least the player has a choice as to how it affects them. If players are striving for an economic victory maybe they'll choose option one. If players are going for a conquest or heroic victory maybe they'll choose option two.
What do all of you think?
If you want a faster approach try using a Dwarf hero with a Quarter Staff and Dark Magic as offhand. Hire a Hermit, cast anti-magic shell on your hero then spam Gravity well and Banish. His MS would be so low he wouldn't be able to escape the gravity well. Although I'm not quite sure if the amplification affects the Gravity Well's damage.Not much of an exploit, it still takes a while to kill him.
-
Recipe book and Alchemy book have the same tooltips.
I think this is already an option. Option 1 is available in the tent & inns, while option 2 is available on Altars. Maybe a more costly instant revive (which scales on the hero's level?) thru the Altars would suffice for this one.
It doesn't. Bandit AI heroes always respawn at a faster rate than the player's heroes. I think it has been made this way to make defeating AIs harder. You should try hiring Spies or Thieves (Thug Upgrade after taking mercenary contract at Town Centers) to sabotage the building. If you haven't tried sabotage it disables the building's production, thereby making the inn disabled to revive the bandit hero; also sabotage disables repairs on buildings.Does the tent/inn revival time change with your heroes level? When I play single player with bandit AI their heroes always seem to respawn quickly regardless of what level they are.
That's a plan for another dungeon, duel arena, town conquering, or a combination of the three.What's the blocked-off area north of the orc village for?