Fall with Fleme

I figured it out!

When he dies for whatever cause, he leaves behind his Swift Boots, which - when not accompanied by a unit - appear as a Treasure Chest. However, I did encounter fluke disappearances in some of my tests (walked on a Barrow with no units - did not explore -> disappear) and I suspect that it has to do with the unit type I used with the initial hero. Could it have been that you lost combat which caused this?

Since I'm here to fix things, the Hero actually changed model to his upcoming Guardian - this does not immediately increase his offensive power as I reduced his level to 4 and his experience accordingly (7.5) but this is made up by the Hero promotion. Furthermore, as the Guardian quest still stands (you did not get the actual rewards of being a guardian just yet), the quest is still on.

The new hero:

gryndane2.jpg


As mentioned, you get the Guardian rewards/promos when you reach 25 experience and fill the other requirements.

Save here:

http://www.megaupload.com/?d=PGO0CUZ6
 
Yeah, it was borked somehow. Let's hope this new guy works better.
 
Why not just make our hero a treasure chest? :)
 
Yeah Gryndane could be replaced with The Luggage :lol:

Nah that'd be overpowered. To make the game challenging we should look for Nijel the Destroyer.
 
Is the download working now? I tried it, and was ok for me. Hate not being able to upload on the forum.
 
t46 - We have a warrior trapped by two Held lizards near the SETTLE? sign. Much as I desire peaceful relations with the lizards, this is completely unacceptable and Gryndane kills the top lizard to rescue him. Shockingly he does NOT turn into a treasure chest. (By the way I figured out what was happening... the Martyr of Patria unit that was being used before has a 50% chance to die even if it wins a combat :D )

One of our warriors from Telynohn heads off to collect the quest hammer because such delivery work is clearly beneath a renowned hero such as Gryndane.

Computer turn... thanks Auric:

fwf1.jpg


No sign of Mokka himself but a bunch of frostlings show up around our land.


t47 - Worker -> worker. I noticed in FF you can improve resources you don't have the tech for but it takes 4x as long. Since we're not in a hurry to research hunting a second worker will help get those camps up at the capital.

Gryndane kills a Frostling Wolf Rider at 99%+ but nearly dies (0.4 health)


t48 - Hero promotion kicks in and Gryndane levels up to Combat IV. There's a tiger and frostling near the Hammer, Gravedigger the rogue heads up to back him up.


t49 - Faithbringer, the warrior Gryndane rescued, gets attacked by a wolf rider on a hill 1 tile from home and is killed. Gryndane avenges his death.


t50 - The tiger wandered off making it safe to pick up the hammer.


t51 - Gryndane levels up to combat V and heads out of town again to protect our worker on the wheat from yet another wolf rider. Screw you Auric.


t52 - Some guy called St. Augustine reports that we're the 5th richest civilization in the world out of 8... thanks I guess. Computer turn, Gryndane beats the wolf but takes lots of damage again, so he will just fortify on the farm to heal up and will still be able to beat weak units that attack.


t54 - Now there's a frostling getting in the way of the delivery route to Fizziks workshop. It's on the hill so I'll wait for it to move, if it moves to the desert it gets a combat penalty there.

fwf2.jpg


t55 - Yep, goblin moves to desert, gets bashed on the head with a golden hammer from our warrior. He shall henceforth be known as Hammertime. The wheat farm is done. Gryndane decides to rest there and heal while enjoying this strange new food.


t58 - Worker -> warrior. Hammertime and Gravedigger reach Fizziks workshop with the hammer. Gryndane is healed up and heading back to Lizard territory. The workers are constructing a FP farm.


t59 - Einion Logos wants us to adopt Pacifism. I told him to go away, we can revolt to it if we choose when mysticism and god-king come in. Gryndane defeats a lion and takes Heroic Strength I, a really nice promotion on a base 4 str unit. In the meantime the guys at Fizziks' are under siege with a wolf pack attacking on the computer turn, and frostlings and skeletons in the area.


t60 - Yet another stupid frostling wolf rider appears out of nowhere and kills Hammertime. He's left with very little health so Gravedigger avenges him. I decided to play one more turn to get Gryndane to the survivor camp so Fleme can post any quest related to it.


t61 - Gryndane reaches the survivor camp (finally.) Lizard appears out of nowhere and ends up next to Telynohn which is defended by 1 warrior. Oops... and now I have to play one more turn to find out if we live or die since it wouldn't be too nice handing this off to the next player to see if they get screwed by the RNG. Since forgetting that there was only 1 warrior in the city when Gryndane left is entirely my fault.


t62 - Our warrior beats the lizard (phew!) The odds were in our favour but really this situation should have been avoided. I can hand off now.


The floodplains/gold area east of Fizziks looks like an ideal 2nd city location, if we can deal with all the random creatures currently infesting the area. Gryndane will probably be needed for this.

fwf3.jpg
 
Nevermind this post, I updated anyway. I took away the Hero promo to avoid Gryndane becoming too overpowered. AntiTwelve you're up, Brian on deck.
 
Quest:

Merchants of the Crescent Isles:

Spoiler :

A welcome sight for weary eyes! My name is M'rafaal and I am the leader of what is left of this merchant convoy. We sailed here a few years ago and established a trading post to ensure a connection between the islands and the far east. We were, however, ill prepared for the hardships of this land and being a seafaring folk, had little to fight the lizard raiders with. Our budding settlement destroyed we were forced to skulk in these woods and live off the land and fend off constant attacks. We are but merchants without a home and plead to you, kind sir, help us. Help us re-establish our settlement, protect it for us and we will show you what a little trade can do to a growing empire! Here, we've drawn a map of the lands just south of here.

Q: Establish a city on the ruins or within 1 square of it.

R1: Receive a market in the new city

R2: The merchants have gained a profound knowledge of the flora and fauna having lived off the land for years and are able to spot new resources. Your choice of Ivory/Deer/Silk/Reagents is located nearby and improved.

R3: The merchants will construct a seaworthy ship for you. (Receive Galley with some promos)


Update:

Fizziks' Workshop:

Spoiler :
Hah! You actually brought it! You actually defeated that brute. In all honesty, I did not expect for the hammer ever to return but I guess I give people too little credit. Having to deal with all sorts of misery does that, you know? Where is Gryndane anyhow? Having people run his errands for him already, heh. When he first came here, he was nothing but a boy with a dream.

Well, I did promise something in return for the hammer and I'm not one to back away from a deal.

Reward choices:

R1: Fizziks' hones the Ooglamatron 300x even further: Gain a Goblin exploration device with flying, 5 moves, +2 sentry. This reward expires in 5~ turns but has the potential to cover tons of terrain.

R2: Fizziks' builds a Goblin cloning vat and uses it on himself: Gain 2 Goblinoid workers. Condition here is that as their first task they do is connect Fizziks' Workshop and Telyhohn. 20% chance to gain a Goblin Abomination - various promotions, mutated.

R3: Fizziks' uses his Goblin Transmogrificator on Gryndane the next time he visits: Gryndane gains Goblinoid promotion (+10% withdraw, +10% forest attack, +10% jungle attack, +50% poison resist) 10% chance to gain mutated on Gryndane with random mutations.

R4: Fizziks' crafts a special detection device for Gryndane: Gain Guardsman (Guards stack against enemy Marksman units, makes unit more likely to defend - +3% defense in every city when Gryndane is garrisoned in a city)


New quest available at Fizziks' once Gryndane visits there. Reward will be available with a delay due to construction times at Fizziks so you have the next set to discuss which one to choose.

Event:

Spoiler :
There have been talks about the sentience of the Lizardmen residing in the jungle and several of the council elders are advocating opening talks with them to find out more about them and their motives. While the ones we've encountered so far are savage, perhaps if you are able to explore some of their structures, you'd be able to open up a dialogue. Therefore the task is to enter a lizard structure and report back (screen).


http://www.megaupload.com/?d=XD5YCUOM
 
I'll echo Uberfish on this too, though the connecting to Fizzik's is a bit risky. If they die before finishing do we have to complete?
 
What does connecting the workshop actually do for us?
 
Promotions for Gryndane would be also nice. I vote for that option
 
lymond: As Brian said, it's merely a requirement to "nerf" the worker option a little. They're yours after you gain them and if they die, it's simply a loss to you, nothing more.

If the set is played within the next 24 hours I will be able to update you guys for the weekend but if not, then the next update from my side is coming on sunday. You're free to play a round without intervention if you choose, however.
 
Upps
that would be workers? not slaves? I missed that.
In that case, 2 workers is definitely a good deal, I change my opinion toward it

Second thing: I will be absent from sunday till sunday; please skip my turn if it comes in that time (or maybe someone will exchange time of playing with me?)
 
Back
Top Bottom