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    Your Elvenar Team

Release Notes version 1.16

Calenmir

Well-Known Member
Since you play Elves, look back at the beginning of chapter 2 and you will see a optional tech for the Training Grounds. The next update will make that tech mandatory, it's a good idea to do it now. The cerebrus will help on the battlefield :)
Found it. I was expecting mandatory (like last time) and was rather happy I didn't have to go back and fill something in. Will add the kp as recommended. Thanks.
 

DeletedUser4404

Guest
In the beginning of chapter 2, for Humans, the Cereburs tech was re-named to the Training Grounds, so if you had already completed the Cerebrus tech, all you need now is to place the building so you can continue training your Cerebrus.

Happy Gaming!

I see it now. Thank you. I missed it. My eyes kept getting drawn to the Paladin block when I was looking for it. (Sadly, if it had been a snake it would have bit me. I looked for it at least fours times before I posted about it.) :\
 

DeletedUser3507

Guest
What happened to the magic workshop & residences fix. That was suppose to be fixed.

I am half way through chapter 7 and bought them in the beginning of chapter 6.

This is getting to be quite ridiculous.
 

DeletedUser

Guest
Went back through this thread & maybe I missed it, but has anyone said whether the Training Grounds stay at 3x3 or is it upgradeable?
And while I'm asking, is the Mercenary Camp you get in Fairy Chapters an upgradeable building?

Thanks!
 

DeletedUser3640

Guest
Went back through this thread & maybe I missed it, but has anyone said whether the Training Grounds stay at 3x3 or is it upgradeable?
And while I'm asking, is the Mercenary Camp you get in Fairy Chapters an upgradeable building?

Both are upgradeable. Grounds stay 3x3 as of now.
 

Calenmir

Well-Known Member
For Elf cities, they have to go back and unlock the training grounds which is at the beginning of chapter 2, for Human cities, you have to go back and unlock the Mortar which is in the middle of chapter 3. Humans had their Cerebrus tech change over to be called the Training Grounds Tech. :)
Ok, so I also found Squad Size Upgrade 5 that will need to be filled in but is not mandatory (it is not stopping me from entering KPs into Squad Size Upgrade 7 - which is where I am on chapter 3 at the moment). Is that normal?
 

DeletedUser1621

Guest
Missing researches with forced units change
Human cities: where are the Mortar promotion 2 and Mortar promotion 3 researches? These should be achievable in already released chapters, same as equivalent Elven Heavy Ranged unit (Golems).
Elven cities: where are the Cerberus promotion 2 and Cerberus promotion 3 researches? These should be achievable in already released chapters, same as the Human tree if these are considered equally available to both races.

Don't tell me the forced change in available units was only implemented half-baked - smh
 

DeletedUser4356

Guest
pardon the grump over something but any time you put an "optional" tech into the tree if its behind the currently active set there should be a flaming arrow pointing back so it does not get missed I COULD HAVE HAD THE DOGS FOR THE LAST WEEK IF I HAD KNOWN.

right now my chances of spending actual money on this game are less than zero
 

DeletedUser3312

Guest
My town is not at this era thus tech is grayed out. This is an Elf town, unsure where tech is for Humans.

This is my human city. I have an expansion available but it needs 500 copper lol. so it will be awhile before I get it activated. Trying to upgrade my portal to level 3 and that takes 14,000 granite and 300 copper. The produce so slow and yet research requires so much. but it looks like the archer is in the same place in both worlds now.
 

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