Re: Patch notes
I vote against increasing the turn limits. I *hate* SC's.
While we're ranting:
A. I really wish strategic spells did more. Hurricanes <ho hum>. Rain of Toads - big deal. Frankly its a design flaw when accidents of nature <random events> are FAR worse than most spells.
Proof: Whens the last time you heard of someone winning by casting economic spells?
B. Same argument, different verse.
Fires from afar = ridiculous waste of gems, most of the time.
Proof: Various wants and scepters will allow you to destroy turn in and turn out MUCH more than any fires from afar ever will.
The game would be *much* more interesting if there were more spells that could be used on a strategic basis. Call of the wild, call of the winds, are marginally useful.
How about things like: Bad weather delays attack (winter spell that prevents movement into or out of a province).
Ice Storm - makes one sea hex passable due to an ice bridge.
Dysentery: Spell that afflics 22+ units with dysentery. It reduces map move by 1.
New Action by bards: Investigate rumors. Each turn there is a cumulative chance of uncovering a hero.
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