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IDProjectCategoryLast Update
0026361AI War 2SuggestionFeb 18, 2022 6:11 pm
ReporterSounds Assigned ToZeusAlmighty  
Status resolvedResolutionfixed 
Product VersionBeta 3.801 Load Estimates And Unit Encyclopedia 
Summary0026361: DLC 3: Necromancer - Initial Number of Hexes
DescriptionI know this is a subjective assessment, but he initial number of hexes seems to low.

Could we add an option as part of the custom configuration for Necromancers to adjust the initial number of starting hexes for each base type?

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Activities

BadgerBadger

Feb 13, 2022 7:34 pm

manager   ~0064405

Is there a consensus that the number of initial hexes are too low? Most of my feedback has been that the Necromancer is very powerful and does not need buffs.

pmm5000_1

Feb 13, 2022 7:49 pm

reporter   ~0064406

Well. This is just me who plays against ridiculous odds anyways, but I've always found my ability to reliably defend using the towers/totem is....eh, pretty decent if I focus solely on defense, but awful otherwise. And it does require unlocking a number of units from rifts to even take advantage of the necromancer's ability to snowball. And recovering your snowball after losing it...definitely has that, I'm doomed feeling. The option to change the initial/max seems appropriate though, and lock it out when going to higher challenges.

BadgerBadger

Feb 13, 2022 11:40 pm

manager   ~0064420

It would be a big hassle to provide variable numbers of hexes; I'd rather just tune things appropriately from the beginning.

ZeusAlmighty

Feb 14, 2022 12:09 am

manager   ~0064422

I think the phylactery has sufficient hexes, but I'm open to adding 1 more base hex to the other necropolises

pmm5000_1

Feb 14, 2022 11:43 pm

reporter   ~0064474

Hmm...I think it would actually tune it better if upgrading them to 6 was actually worthwhile. Because it takes a pretty fair amount of essence to upgrade them, and basically, all you get is 1 hex per level for minor, 2 hexes for Defensive, and I think 3 for major/phylactery? And sure, I'll admit that it also unlocks stronger units like skeleton mages, lords, mummies, and in the utility a revenants and bone dragons are units that standout in that tree. However, said units usually require multiple hexes and thus deconstructing lower leveled buildings or defenses to make room for them or just leaving room for them specifically. The challenge and strategy of what do you do is there. At the same time though, I'm thinking that going from 3 to 4, you increase the amount of hexes you gain by 1 instead. And for that final level increase it by 1 again. Really make upgrading them worthwhile, especially since there isn't like a Empire wide upgrade for them.

But yeah, plus one initial would be nice. Then I could at least have a shipyard, protector totem, and a mix of units for minor necropolis; I'm thinking it's currently 4 starting for Defensive so I usually shove that to lvl 2 just so I can have a shipyard and Tachyon Totem with my Trench Mine Totem and Protector, and Major is in a similar boat.

ZeusAlmighty

Feb 18, 2022 6:11 pm

manager   ~0064599

*All Necropolis varieties (excluding Phylactery) start with an additional hex
**Thanks to Sounds and pmm5000_1 for their feedback!

Issue History

Date Modified Username Field Change
Feb 13, 2022 7:12 pm Sounds New Issue
Feb 13, 2022 7:34 pm BadgerBadger Note Added: 0064405
Feb 13, 2022 7:49 pm pmm5000_1 Note Added: 0064406
Feb 13, 2022 11:40 pm BadgerBadger Note Added: 0064420
Feb 14, 2022 12:09 am ZeusAlmighty Note Added: 0064422
Feb 14, 2022 11:43 pm pmm5000_1 Note Added: 0064474
Feb 15, 2022 12:21 am BadgerBadger Assigned To => ZeusAlmighty
Feb 15, 2022 12:21 am BadgerBadger Status new => assigned
Feb 18, 2022 6:11 pm ZeusAlmighty Status assigned => resolved
Feb 18, 2022 6:11 pm ZeusAlmighty Resolution open => fixed
Feb 18, 2022 6:11 pm ZeusAlmighty Note Added: 0064599