Ogre Battle: In the Lap of the Gods Download
#21
04 April 2015 - 09:24 PM
#22
05 April 2015 - 06:25 AM
You'll definitely want to use this one to play stage 3, as it fixes a bug that would prevent you from recruiting Gilbert.
#23
05 April 2015 - 06:26 AM
Quote
There is not, but I'll try and get one up soon. The requirements for the base classes are not much different from the original game. Although Ninja now requires 50 Charisma since they are able to lead units.
I don't have as much to do to finish stage 4 and get it out in a (relatively) timely manner, so maybe I can take some time to do some updates to class info.
#24
05 April 2015 - 02:47 PM
Unrelated question I couldn't find the answer to. Are neutral encounters the same as before or have there been any changes?
For instance on Sharom I can find lvl 3 Dragons (I know this from the last version).
#26
05 April 2015 - 02:59 PM
#27
05 April 2015 - 03:07 PM
#28
05 April 2015 - 03:39 PM
#29
05 April 2015 - 03:42 PM
#30
05 April 2015 - 03:50 PM
Also why is reviving so expensive? That seems a little unbalanced early on.
#31
05 April 2015 - 04:00 PM
Interesting observation on healing... I haven't witnessed anything like that myself. I did just make a change to healing, but it *should* have only affected amounts not how it targets. I can do some tests on it.
Is this player healing, enemy healing, or both?
#32
05 April 2015 - 04:07 PM
zombero, on 05 April 2015 - 04:00 PM, said:
Interesting observation on healing... I haven't witnessed anything like that myself. I did just make a change to healing, but it *should* have only affected amounts not how it targets. I can do some tests on it.
Is this player healing, enemy healing, or both?
Church revives are 12,500. Seems really expensive when I only have 50,000 goth. Maybe it's just a lack of understanding for myself, or maybe I just need to spam more Tarots to keep stuff from dying.
I didn't notice any problems with enemy healing, but I was definitely running into it a lot with player healing.
#33
05 April 2015 - 04:32 PM
I'll step through the healing targeting process and see if I can find anything that could cause that...
#34
05 April 2015 - 04:35 PM
#35
05 April 2015 - 04:42 PM
That double Giant unit, so much yummy experience.
#36
05 April 2015 - 04:55 PM
#37
05 April 2015 - 05:14 PM
#38
05 April 2015 - 05:31 PM
Sharom stage, pushed all the way up to take Valikesh and Ellery quickly and the moment I did the enemies stopped leaving the base. All units that were already on route to my base continued. The water unit and the high flying unit leave the enemy base and still attempt to go towards my base. There are now 4 units left, Dollmage/ Wizard+Hellhound/ Archer/ Beastman just sitting there.
Fallsala has not been taken.
Moving units out of the forward cities does nothing.
Sending them back to the base and off the map does nothing.
Strange.
edit- If I attack them and run they will leave the base...
But the Wizard unit was pushed back and still wouldn't move. That unit seems to be the only one that won't react.
#39
05 April 2015 - 05:36 PM
#40
05 April 2015 - 05:43 PM
Is there a Lord that starts with an Archer? I remember in the last version you could start with a level 2 Diana.