
Mana is increased... but decreased
but gold income is increased ?
Story map bug found. The event says mana income is increased, but in reality it is decreased.
edit: seems it also increases gold income despite not being mentioned

but gold income is increased ?
Story map bug found. The event says mana income is increased, but in reality it is decreased.
edit: seems it also increases gold income despite not being mentioned
Negative resistance seems to be buggy and counting as positive. Another target is reduced to 0 % and takes the full 10 damage.
Unless you have multiple alliances and nothing else to spend your imperium on.
One defensive pact ? 50 turns to get even. Two pacts ? 25 turns...
If you have a single alliance it's 17 turns to get even. With two alliances we are down to 9 turns, which is kinda ok.
But that's if they 1) don't randomly decide to break the alliance and 2) don't suddenly die to another NPC invading their capital.
Getting resentment despite paying sounds wrong, and what do you mean denying you a sacrifice ? I don't even have that option ?
Is there a bug going on here ? Or am I just too poor to have that option at all ?
AI went full suicide-mission, crashed into the enemy (12v12)... and managed to kill a single unit.
While I had 1 turn left of rallying the lieges for 6 units plus an army nearby the take control of the combat.
My suggestion/request is being able to give the vassal cities simple commands like "wait and defend" in addition to how we can choose targets for their attacks.
As in a spell that lets you see health, magicka and stamina (perhaps their level in onehanded, twohanded, archery and destruction as well ?) of an NPC you just killed.
Mostly useful for necromancers to see if a dead body is better than the one you currently have reanimated.
(I know there was a spell like this for Oldrim, but can't find one for SE.)
Feels like a weird change imo
I had given up on getting it since I had polymorph but no domination-skills
Looking for a new, weird build...
So far (since reinstalling and remodding) I've played:
- a bosmer ranger, werewolf and crossbow user, not too stealthy, alchemy and marksmanship primary skills (also some poison and alteration magic for utility)
- a dunmer spellshield, heavy armor, block and short-range destruction spells (worships molag bal so might become a vampire at some point)
- a cosmic caster altmer for fooling around with the (kinda ridiculous and slightly bugged) cosmic spells, primary destruction, alteration and magicka, but no elemental spells
- a khajiit lockpick expert who dabbles in bear traps (they feel incredibly buggy atm for whatever reason, snaps shut without doing damage, and constantly clipping through the ground...) and all things dwemer, so hijacking dwemer constructs and using spells from tonal architect
- a spell-assassin breton who goes all into illusion, destruction (touch range spells) and stealth
- newest build is probably the most basic one, a two-handed orc with heavy armor and the three crafting skills (who might go into speech if he decides he likes shouting)
ps. I dislike conjuration and followers... I've tried the "as many followers as possible" build a couple times before, but always ended up being bored (not to mention how clunky they are)
Aka I just figured out why longstride felt so weak / weird to use suddenly... It's because valravn makes you move slower while casting spells.
A patch for a single spell sounds a little odd though, but leaving it as is makes longstride useless :(
As a way of introducing a little more variation to weapons and armor. There are many (many) different skills that only a single unit can use, and a huge part of those fall off post mid-game, so why not add those abilities to crafting? Abilities from your cultural units would be available from the start, while abilities from tome-units would unlock alongside the tome.
A couple examples would be adding the constrictor's pull to spears, pyre templar's pyre cloak to shields and subjugator turning a charge attack into a demoralising one (alternatively letting the hero use the skill oppress).
This might come with some balancing issues, but I don't think it would be *that* bad ?
Explore ? Defend the city ? Something else ?
Do I lose the +5/+5 when it has been exploited ? Or does it count it like I still have it (since I kinda do) ?
considering they are literally spellbooks.
(It's probably due to balancing reasons, but still.)
and I become their overlord ?
Will the countdown stop ? Or will it keep going and we both win ?
That 15 vs 10 siege battle took over 15 minutes...
All hail the lords of spaghetti code... Now to the issue.
Tugrum Hammerhall (green & orange) has lit the beacons.
My vassal ruler Somna (light blue & purple) occupied one of the beacons. (I thought this would be enough to stop the countdown, but apparently not?)
While the beacon was being occupied I went and captured the city where this specific beacon was lit. And was then met by the message that Somna had lost a beacon. Tugrum still had all 3 lit and the countdown kept going down, despite that this beacon now was in ruins.
(And since I know the question will come, no, I don't play with mods.)
edit: only the following turn, when I went there with an army and interacted with the razed beacon did it stop the countdown (after a window popped up, saying it belonged to my vassal and that I couldn't do anything to it)
Although to be fair, the whole tome is kinda meh except for Tectonic Shatter.
Astral is arguably the strongest with +20% for all your summons, a battlefield wide cleanse/disrupt and time stop.
Nature gives damage and crit to your animals (etc) and cavalleries (aka most heroes), and a battlefield mass resurrection.
Order just won't let stuff die, and even if they do, they don't :P
Chaos has the Avatar of chaos summon (already enough to pick the tome IMO), and the rest is a nice addition.
Shadow has a mass resurrection/reanimation... and finger of death for all your battlemages and supports.
Materium... has Tectonic Shatter, which is fine but nowhere near Avatar of Chaos. The Earthshaker engines feel much too slow, and at that stage of the game a wall should be the least of your issues. Titan is okay, but easy to focus down.
And then we have Shaper's Touch... Really ? Natural regen, a whole 10 HP and 2 lightning resist ? Fetid Legion is a shadow enchantment from a tier 3 tome that gives 10 HP and weakening aura to a much wider selection of units.
Maybe I'm underestimating natural regen here, or maybe there exists a busted construct-build I'm not aware of... but why ? Why is this enchantment so bad ?
TL; DR: Please buff the tier 5 Materium tome
Probably an oversight
...when almost none of its skills/perks work with it.
It's all either magic or melee, so why ?
I love the concept of an arcane ranger, but spellblade isn't the way to go.
You would take the left side of the spellblade tree, add the general "ranged missiles and magic do 10% more damage", and then a couple skills that lets you fire different types of arrows (think how the Ironclad does it). And for the love of Merlin, don't make those skills lock each other out... nothing ruins a tree more than leaving a third in-accessible when picking certain skills...
edit: here's an idea, since most arrows have an enchantment counterpart they could be semi-locked behind having that specific element-arrow researched