• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(489858)

Private
1 Badges
May 12, 2012
15
0
  • Warlock 2: The Exiled
So, I logged in early to check out the new patch. Overall, I'm liking it

The Terraforming spells come early. On my 3rd tech, I got raise the land, which allows me to make shallow water usable land. Got Fertile land, next, which for 40 mana, makes one land, and all adjacent lands plains.

Still looking for my first portal, but just for changing the world, it's interesting, and can cause some new tactics. Like removing mountains defending an enemy base, or making a land bridge through shallows for units to walk though.

Does seem like there is a bit of a memory leak. Actions lag, even in first 10-15 turns. I worry about it it at late game.
 
Interesting. Have you discovered if terraforming into plains removes special resources on tiles? Like terraforming a hillly silver deposit into a plains- I'd assume the silver stays?

I've encountered performance slowdowns in earlier versions... but they were fixed by reloading the game. Does that work with the issue you are currently experiencing?
 
Isn't this somewhat overpowered, and largely rendering the terrain types irrelevant?
40 mana isn't much, and you say it can destroy a range of mountains instantly. I would have expected these spells to be much more expensive.

Philipp
 
You have two spells, raise land (40 mana, 1 turn) and lower land (90 mana, 2 turns) and has a aoe effect. With lower lands you can get rid of mountains etc, but in a test game i was able to get rid of lava hex by turning into water and then raising that back, it became a grass plain. I guess if there resource on this tile, that would be lost (not tried that).
 
Can you affect tiles inside another GM's territory? If so, is sinking enemy cities along the coast a viable tactic? I'd imagine the units drown unless they have flying or waterwalk?
 
Yes you can, well at lest you can create a volcano, haven't try the other spells, I discover it when a mage create a volcano into another mage territory (they were at war), so I launch it too just for fun. :p



I was at war with this mage too, I think you must be at war to do that, at least sounds logical.

Edit : this spell costs 300 mana and 2 turns.
 
Just tried lower the lands on a enemy mage town, you can not cast it on the centre hex or any hexes that have been built on. I can confirm that if you have resource on a hex and you cast lower lands, it will disappear when it turns into water. There are more spells too, fertile lands, greater raise lands and specific undead cleans the lands.
 
Does seem like there is a bit of a memory leak. Actions lag, even in first 10-15 turns. I worry about it it at late game.

Every - damn - time! Every time they update this game they create bugs. Do they have no QA team? Do they not test at all? God knows what the DLC will be like. For the first time, I'm gonna hold off buying the DLC until I see what state it's in.
 
Every - damn - time! Every time they update this game they create bugs. Do they have no QA team? Do they not test at all? God knows what the DLC will be like. For the first time, I'm gonna hold off buying the DLC until I see what state it's in.
Tsk, every - single - time! Every they update this game people start complaining about bugs without even testing the patched game first! Do they not test at all?
 
Can I just double check you don't have the expanded spell browser open, which has opened a memory hole straight to hell since it was released? If there's a new and different memory hole then I guess I won't be playing until it's fixed =(

Also, I've just noticed that I've averaged two posts per year since joining these forums. That has to be some sort of record for laconic behaviour.
 
The Terraforming spells come early. On my 3rd tech, I got raise the land, which allows me to make shallow water usable land. Got Fertile land, next, which for 40 mana, makes one land, and all adjacent lands plains.

Havent gone home yet to install, but sort of worries me as this may make the initial geography irevelant; which was a big part of the attraction of the game.
 
I rather like new features, although this patch introduces quite a lot of problems and bugs.
New spells really make random research annoying - I can research Armageddon spell and i haven't seen Create Artefact or Lower Terrain yet.
It seems that making harbour landlocked (by rising terrain around it) doesn't stop it from working.
There seems to be a bug with dragonwind spell - animation is played twice, first time for damage and second time for terrain damage. Possibly it applies to other such spells.
Game tends to lag after awhile, especially whenever anything causes changes to the terrain.
There seems to be a bug with attacks applying banes, like Demonwood's entanglement or frostbite from artifact bow - in the first case, if a spell is cast on Demonwood, it becomes entangled. In the second, attack with the bow equipped applies frostbite to hero using the bow.
Non-elven ships still have no intrinsic resistances. It would really make them more useful.

I've seen three new supermonsters so far - Mindless Zombie, Mossy Troll and Nightmare Wolves. They really are super - wolves have 120 HP and deal quite a lot of spirit and melee damage. Sadly, it seems there is one supermonster lair per pocket world, and they seem to be chosen at random. I really hoped for themed monster sets for pocket worlds, instead of elementals, dragons and trees. Oh well, it's a start.
Also, is it just me, or have vampires become surprisingly fragile?
 
vampires have always been very vulnerable to archer attacks. They were just super strong vs elements and melee (where they would leech the life back ;) ).
They get killed by cutthroats and ghost wolves, so I was quite surprised. Oh well, I guess I will have to put them behind some veterans or halbardiers.
By the way, has anyone seen AI capture holy grounds or explore pocket worlds successfully? It builds lots of mages and clerics, but doesn't seem very good at concentrating them against elementals.
 
I just spotted something great that I presume is an undocumented feature of the patch. I did add the Elf DLC at the same time, but it would be odd to add this feature to a DLC.

Under the other commands unit menu there is now a sentry command. I haven't seen any mention of shortcut keys, but that is OK. Not having to tell them not to move every turn will make the end game much less tedious.
 
The Sentry command is not new. Its has been in the game at least since Lords and Artifacts were added, if not from Day 1.

Now, if someone found a fortify command that had units wait UNTIL THE PLAYER reactivates them, that would be new. The Sentry command wakes up the units when the enemy comes near- and sometimes you don't want 4 units to wake because an enemy settler wandered into vision. :p
 
The Sentry command is not new. Its has been in the game at least since Lords and Artifacts were added, if not from Day 1.

Now, if someone found a fortify command that had units wait UNTIL THE PLAYER reactivates them, that would be new. The Sentry command wakes up the units when the enemy comes near- and sometimes you don't want 4 units to wake because an enemy settler wandered into vision. :p

I hate to disagree with you but I must, since you are completely wrong. The sentry command is new for me. I did not have it a day or two ago. Only two things have changed since then. The latest patch and I added the Elf DLC.

If you want to claim that the Elf DLC added the feature, that is possible. Though I will say again, a DLC which adds a few units or even an entire faction is an odd place to add an enhancement to the UI which is not also included in some basic patch. However, for you to claim that the feature came from any but those two places is completely wrong. Please check your facts before telling someone they are mistaken on something so simple.