Maybe you didn't fight against an archmage that time? I got those four achievements in pairs (with air and water being one pair and fire and earth being the other). Btw if you use mind master as your starting card in an arch duel it does NOT count as having used a water card, only actually casting one from your hand will do that.
I started out as a cleric, got contacted by an angel, felt anger over a fellow cleric being corrupted by the shards and took a step in saving the world. So far so good. Then I played a necromancer, I got contacted by an angel, felt anger over a cleric being corrupted by the shards and took a step in saving the world. I guess all the classes have the same story which is especially bad since the achievement system makes you think you are expected to finish the game with all classes. The dominator should try to enslave the world, the demonologist should try to serve the demons/try to get out of under their thumb, the chronomancer could have a terminator like background. You could even have different battles have different victory conditions depending on your class. Since the basis is there I think it's a shame for the game to be crippled due to a few missing lines of story text.
There are a few typos (curry favor, leauge) but that is to be expected at beta phase. Another minor annoyance is that cards with very long descriptions cannot be always fully read unless at the deck building mode and some cards have no descriptions until you can play them (such as rage of souls). My main gripe with this game though is another one, one I think greatly reduces its replayability and that is its story. More on the following post.
For those who are starting a new game and like melee try putting this on the crafting matrix: 1st row: Ice shard, nothing, gold bar, iron bar 2nd row: nothing, nothing, wood, gold bar 3rd row: nothing, wood, nothing, nothing 4th row: stone, nothing, nothing, fire stone It only works out 1/4 of the time but you only have to beat the guard before trying again and it will definitely save some time later.
After having finished the game I thought I'd make a few notes. The first one has been said already, money becomes useless fast. After you buy the biggest backpack you don't really have much to spend on. There could be some equipment with learning or a few books on things like scavenging. Personally I think that no regeants from the shop is too harsh since you have low chances to build the last tier stuff and you won't have any materials by the time you imporve them. Having only the rare components be dungeon only would work better. Also I think since there are 4 races to finish the game with and there will be at least 6 next chapter that something should be done about new game+. Having people share their combat stats is one solution, or starting them off with something like flat 400 for all combat stats would help too. Seeing your character though having trouble again and again hitting a ruffian is too painful.
The bonuses to crafting skills from the quests and no crafting are 910 for alchemy,665 for blacksmithing and 855 for tailoring (might be 5-10 points off due to a couple tincture of learning). So if you want to max them out easily just get 90, 235 and 145 points respectively (maybe a bit more for safety) before you start doing quests since your gains are always higher the lower the stat is. Unfortunately the artistry bonus is only about 160 points so there is no point postponing the game progression for that.
I've completed every dungeon, done every tactical quest and I am still missing 2 alchemy and tailoring recipes as well as 5 blacksmithing ones. Will they be available in dungeons to be added later or are we supposed to experiment for them?
A small display bug, when I earned the tactical master achievement it said I earned the artificial heart one. The achievement was awarded properly though.
There might be a bit of a bug with the buff caps. Had maxed out hit with sword of omens (+100 hit) when I had 90 as a cap. When I used a potion and my max got to 91 I had 90/91. Had to re-equip the sword to max it out again. Not a big problem but it might suck if you level your mysticism and don't know about it.
You get recipes as rewards from some dungeons along with some skill points as well. I do not recommend trying for high end recipes without finding them first though since you'll have a really small to none chance to succeed until you manage to raise your skill first.
When I refreshed I saw that Necromantic house was available again but when I entered the terrain changed all the time and I was unable to move. Will try again in a couple of hours in case I was unlucky enough to try in the middle of the fix.
There's an issue with the map which I need to fix so I've pulled it in 1.0.3. I'll put it back in with a later update. Thanks for bringing this issue to my attention!
Saw that I have crafting legend although the combined total of all my crafting skills is much less than 2500 (even the sum of all my personal skills doesn't reach that number yet). Maybe it calculates the sum of all your personal and combat skills atm?
Got a bug with one of the quests. Completely cleared Craftmaster's House but now I can still see it in my map although it says both monsters and treasures are cleared. Instead I don't see the dungeon I was planning to go next, one that said that there were undead inside and many times they guard long forgotten treasures.
Is it possible to so some tweaking to the storehouse? Viewing by type would be nice so you can see just potions when you want to increase your mysticism or when you want to compare weapons, but even a sort button that would place similar items together would be a great help.
Could you add an ingame options button, or even just a mute button? Once you are in a dungeon or doing a quest you have no way to mute it until you are done.
Mission 13 was the first one where going with just the 3 basic units failed me. For me what worked was fully upgrading my wizards. At quest 13 the biggest problem is the big volume of enemies and the shotgun like action of some fully upgraded wizards helps a lot.
mxptlk, the necromancers don't start making skeletons until they are in combat. That being said however they should be no1 on your to kill list, especially if you don't have mages, since they can keep raising skeletons which don't even give gold when killed. Mages help since when fully upgraded they have a shotgun like attack that makes quick work of skeletons, but if you follow the kill necromancers first rule you can just make do with archers and priests for the first 12 missions.
Could you add a select all army button shortcut? It would really help, especially with managing freshly trained units you may need immediately but don't have time to go add to a group.
How about adding an instruction button at the start menu? It could have all the info that is on the faq and shortcut pages in the option menu that are often overlooked plus you could add other stuff such as information about your units (since you have no info on them when you unlock them), maybe some info on opponent's units plus some other useful information such as the fact that your opponent's towers are also spawn points and when you destroy them then opponents won't come from there anymore (might have missed it but I understood that fact only due to experience and looking at comments).
SoonerRed my pleasure. As for the shift thing, I was talking about merging groups. At most RTS games if you had 3 groups and pressed 1 and then shift+2+3 and clicked somewhere then all groups would move there (and the merger would not be permanent). It might be easier to test it on an easy mission like 2 to see what I'm talking about. Again if you use shift with the mouse it works perfectly, it only has that problem when you use it in conjucture with the numbered keyboard groups.
There's an issue with the map which I need to fix so I've pulled it in 1.0.3. I'll put it back in with a later update. Thanks for bringing this issue to my attention!