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		<title>Stoic Studio</title>
		<link>http://stoicstudio.com/forum/</link>
		<description>A discussion forum for Stoic Studio and our upcoming game The Banner Saga</description>
		<language>en</language>
		<lastBuildDate>Sun, 26 May 2013 02:18:32 GMT</lastBuildDate>
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		<ttl>60</ttl>
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			<url>http://stoicstudio.com/forum/images/styles/stoicstudio/misc/rss.png</url>
			<title>Stoic Studio</title>
			<link>http://stoicstudio.com/forum/</link>
		</image>
		<item>
			<title><![CDATA[maybe already addressed but i'm at a loss]]></title>
			<link>http://stoicstudio.com/forum/showthread.php?1752-maybe-already-addressed-but-i-m-at-a-loss&amp;goto=newpost</link>
			<pubDate>Sun, 26 May 2013 00:42:28 GMT</pubDate>
			<description><![CDATA[i'm sitting at lvl 6. have been for awhile. there is no downgrading your unit(would be nice option). i want to move up to rank 12 but i get headaches...]]></description>
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<div>i'm sitting at lvl 6. have been for awhile. there is no downgrading your unit(would be nice option). i want to move up to rank 12 but i get headaches thinking about it.<br />
<br />
does anyone think that rank 18 will be the norm that the community gravitates towards? or will 12 be the &quot;be all end all&quot;?<br />
<br />
like i said i've got headaches but plenty of renown and too much ocd</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>hewnodinseye</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1752-maybe-already-addressed-but-i-m-at-a-loss</guid>
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		<item>
			<title>frames missing in proving grounds for units</title>
			<link>http://stoicstudio.com/forum/showthread.php?1751-frames-missing-in-proving-grounds-for-units&amp;goto=newpost</link>
			<pubDate>Sat, 25 May 2013 19:00:03 GMT</pubDate>
			<description>in the top row of proving grounds where you line up your units for battle, when no unit is in a frame, it is not there. could be confusing to some...</description>
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<div>in the top row of proving grounds where you line up your units for battle, when no unit is in a frame, it is not there. could be confusing to some like nooby's . . . just sayin' ;)</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?21-Factions-Help-amp-Support"><![CDATA[Factions Help & Support]]></category>
			<dc:creator>stoicmom</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1751-frames-missing-in-proving-grounds-for-units</guid>
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			<title>BattleSyncData Divergence detected</title>
			<link>http://stoicstudio.com/forum/showthread.php?1747-BattleSyncData-Divergence-detected&amp;goto=newpost</link>
			<pubDate>Fri, 24 May 2013 16:44:36 GMT</pubDate>
			<description>Dear Members of the dev team, 
 
I am certainly not making complains about such an amazing and free game.  However, I would like to kindly inform you...</description>
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<div>Dear Members of the dev team,<br />
<br />
I am certainly not making complains about such an amazing and free game.  However, I would like to kindly inform you that I got kicked out of a game after receiving the &quot;BattleSyncData Divergence detected&quot; message.  It's the first time ever that it happened, and I just want to know if other players have experienced the same issue!<br />
<br />
<img src="http://postimg.org/image/mcki5aqlh/" border="0" alt="" /></div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?21-Factions-Help-amp-Support"><![CDATA[Factions Help & Support]]></category>
			<dc:creator>glraven</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1747-BattleSyncData-Divergence-detected</guid>
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			<title><![CDATA[[BUG?] Battering Ram and stone walled Raid Master]]></title>
			<link>http://stoicstudio.com/forum/showthread.php?1733-BUG-Battering-Ram-and-stone-walled-Raid-Master&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 13:00:32 GMT</pubDate>
			<description>Hi, I just used Battering Ram lvl 3 on a stone walled RM. He got 5 armor break. I expected it to be only 2. Is this a bug or is my assumption wrong?</description>
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<div>Hi, I just used Battering Ram lvl 3 on a stone walled RM. He got 5 armor break. I expected it to be only 2. Is this a bug or is my assumption wrong?</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?21-Factions-Help-amp-Support"><![CDATA[Factions Help & Support]]></category>
			<dc:creator>Bloodaddict</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1733-BUG-Battering-Ram-and-stone-walled-Raid-Master</guid>
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			<title>Know your units: Episode 10, Strongarm</title>
			<link>http://stoicstudio.com/forum/showthread.php?1728-Know-your-units-Episode-10-Strongarm&amp;goto=newpost</link>
			<pubDate>Thu, 23 May 2013 04:06:33 GMT</pubDate>
			<description>The last of the Shield Varls is the Strong and Crafty Strongarm.  As you may have picked up in my previous threads, his power Battering Ram is rife...</description>
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<div>The last of the Shield Varls is the Strong and Crafty Strongarm.  As you may have picked up in my previous threads, his power Battering Ram is rife with tactical unit synergies.  But before I get ahead of myself, Battering Ram deals 1/3/5 armor damage to a target with level regardless of break stat.  In addition (and most importantly) he'll push his target up to 4 squares away.  If the spot 4 squares away is full (or with varls, if adjacent squares aren't clear for it's size) the push get shortened and not much else happens.  However, when units or environment obstacles (like beach posts) between the target and a clear end point exist, each object the victim collides with results in an additional 1 armor damage to the victim.  There is no harm to the units the victim flies through.  Thus in the rare case you could push a Varl over a 2x2 block of units for 4 bonus break, or a human over 3 other humans for 3 bonus break.  Against your enemy, the power can simply be a break attack when needed from this low break unit, but the push also can open paths to expose valuable units to your teammates or close paths needed by your enemy's back row warriors.  Against no exertion/will shield varls, the push itself actually makes it likely it'll be out of range to attack anything it's next turn.  As an added benefit, Return the Favor/Bring the pain doesn't register on the Battering Ram attack, because the unit is no longer adjacent (99% of the time) after using it. <br />
<br />
Unlike some offensive powers, you are at liberty to use this on your own allies for tricky tactics, giving them a 4 movement advantage before their turn, or even moving them over the enemy lines like a backbiter could. Raidmasters do this best since their Stonewall can prevent all the break caused by the level 1 power (the bonus break is multiple hits for 1 so it's always resisted).  Boosting your Warriors over an open field: 1 lost armor is a small price to pay for first strike in a 1v1 Varl standoff; also works getting a slow shield Varl into the thick of battle for a break attack.  Take care however, that you aren't ramming your ally into a death pit away from other unit's support.  Dealing 8 damage to your enemy's warrior first round is great, but less so when your Varl is dead/maimed before its 2nd turn.  You can even more archers around (or their victims) to set up a puncture shot.  <br />
<br />
The movement caused by the push can interact with hazards like Great hall coals, Siege Archer coals, and Skystriker traps.  Coals will do the same damage as voluntarily walking over them, with an added benefit that if the victim stops &quot;on top&quot; of a coal he'll get damaged AGAIN at the start of his turn.  If a unit dies from this start of turn damage, you immediately get your follow up turn. Even if you were suffering from being pillaged and your enemy has a unit die like that, you get a free turn, though that corner case has been reported, if not confirmed, as a bug.<br />
<br />
When a Skystriker trap is crossed, the push is stopped immediately and the trap triggers.  This does not deprive the unit it's turn like being Maliced over or walking on the trap, so it's mainly worth doing when the damage or position (like being over coals) is worth it.  You could push your own unit onto a Skytrap- taking 1 strength damage to re-open the path it was blocking. <br />
<br />
Like the Backbiter however, if the hazard is already covered by a unit, the flying target is protected from their effects.  Another corner-case potential bug occurs when a Varl is being pushed and crosses a unit and coal/Skyrain space at the same time.  Despite the danger square being exposed, the victim Varl will not trigger them.  There is some necessity to this since a Varl can't stop inside of another unit when the Skyrain goes off, but I would expect at least partial consequences to occur in later builds of the game.  <br />
<br />
Once upon a time, Ramming a Maliced unit or the Provoker Malicing would make the unit waste their turn or break the Malice respectively.  Now with ranks 2/3 Malice released, the Malice stays on and pathing logic is used to bridge the distance.  Forcing a different path than the Provoker intended (perhaps to avoid a Skytrap combo) has value.<br />
<br />
Stats and roles<br />
Min: 9/9/3/0/1 Max: 15/15/10/2/2.  The Strongarm is unusual to shield varls in that it's break is fairly terrible but it can easily achieve 13+ strength with 12+ armor.  <br />
<br />
As a result, you can play a strongarm like a very slow, very well armored Warrior/Str hitting unit.  As long as he's not the target of the early game 3 exertion breaks, he can be capable of finishing off most of an armor broken enemy team even when being pillaged against.  The Exertion can prove vital to moving him around, but any extra points in will or natural break probably fit better in his Strength and Armor.  The danger of this build is how much a liability he can become when maimed, unless you find a good moment to use the push power.<br />
<br />
Another tactic, albeit one I find less effective, is to keep his armor high, take the 2 break, and have strength at 10 or lower.  With the extra points going for will, you could call this the Push-Spam build, designed to use his power frequently (perhaps because you are combing with Sky or Siege Archer powers) and when that fails, making 2+Exertion break hits.  Once level 2+ power is available though, you are usually better off using the power rather than natural breaking even if the push goes nowhere.  While harder to be rendered &quot;maimed useless&quot; the lost opportunity of having strength is almost maiming him for your opponent.  <br />
<br />
When a Strongarm is out of will and no good targets present itself; it's often best to have him rest back willpower rather than have him waddle into enemy range without attacking.<br />
<br />
Weaknesses:<br />
As said before, they are usually bad at armor breaking, so getting them to 8 strength or lower greatly compromises their usefulness (keeping them back, pushing other units forward, helps them avoid this for the first few rounds). If built with low exertion, you can stand just outside of his reach to plan your assault.  Puncture damage can be especially damaging because of his higher starting armor compared to your warriors. While some of the shieldmaster's weaknesses also apply, the higher strength lessens the concern over chip damage ignoring armor.  A mesh of humans behind a Varl you want to push can block the push from happening.  I will repeat my earlier point that while using Ram on your allies can be useful, it can also be the move that costs you the game if you overextend by doing it.<br />
<br />
Leveling:<br />
Rank 1 has all the ally synergy uses you want.  That said, the bonus stats and the chance to make serious breaks with the higher level powers make him one of the best units to upgrade.  Unlike other shield varls his kill count can raise easily.</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?23-Factions-Tactics">Factions Tactics</category>
			<dc:creator>Kletian999</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1728-Know-your-units-Episode-10-Strongarm</guid>
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			<title>steam community</title>
			<link>http://stoicstudio.com/forum/showthread.php?1718-steam-community&amp;goto=newpost</link>
			<pubDate>Tue, 21 May 2013 16:06:44 GMT</pubDate>
			<description><![CDATA[hello everyone, I'm a new player but already addicted to this wonderful game. Question is, do we have a dedicated steam group so we can get to know...]]></description>
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<div>hello everyone, I'm a new player but already addicted to this wonderful game. Question is, do we have a dedicated steam group so we can get to know other people who play the game or play to get to know them is the only way?</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>dreadlocked</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1718-steam-community</guid>
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			<title>Second weekly tournament idea.</title>
			<link>http://stoicstudio.com/forum/showthread.php?1716-Second-weekly-tournament-idea&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 10:18:51 GMT</pubDate>
			<description><![CDATA[Draft mode! &#12504;(^_^&#12504;) 
Each player is given 6 random units: one is level 3, two level 2 and rest level 1. They choose one unit and pass the others to...]]></description>
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<div>Draft mode! &#12504;(^_^&#12504;)<br />
Each player is given 6 random units: one is level 3, two level 2 and rest level 1. They choose one unit and pass the others to the player that signed up after them (last guy/girl passes them to the first one). They choose second time, pass the remaining four down and so it goes until everybody has a team of six units. They are then allowed to mix in any amount of level 0's.<br />
<br />
The main advantage of this method is that players get their reward right away - they get to keep the chosen cards (levels 1-3) and are having fun trying to make those wicked compositions work. The winner gets recognition, but no renown. <br />
<br />
Entering the tournament would cost 50-150r making it super attractive, alternative method of acquiring new troops, for both advanced and starting players. The starters would get a chance to battle the titans, the titans would get yet another chance to see who is currently the best.<br />
<br />
The main disadvantages are timing (all participants need to be present or the picking part will take too long) and luck factor (new player might aim to get as many high cost units as he can, sending high value units to the lucky guy after him, people might get Varl starved, etc.).<br />
<br />
What do You guys think? If not as a Factions feature, maybe a group phase system for the next Vig rid tournament? (=`&#12316;´=)</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>Rensei</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1716-Second-weekly-tournament-idea</guid>
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			<title>Know your units: Episode 9, Thrasher</title>
			<link>http://stoicstudio.com/forum/showthread.php?1714-Know-your-units-Episode-9-Thrasher&amp;goto=newpost</link>
			<pubDate>Mon, 20 May 2013 03:39:23 GMT</pubDate>
			<description>The last currently available raider I discuss is ironically the first level 1 unit any player receives.  While Raidmasters focus on defense, and...</description>
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<div>The last currently available raider I discuss is ironically the first level 1 unit any player receives.  While Raidmasters focus on defense, and Backbiters on movement, the Thrasher is focused on raw offensive power.  A big piece of that power is their ability, Bloody Flail, which is so strong it needed to be given randomization to keep it's effect in line.  The power causes the Thrasher to make 4/5/6 swings with level.  Each swing EXCEPT the last one has a 50%/50% chance of doing 1 Str or 1 Armor damage at 100% accuracy, regardless of the Thrasher's strength or break stat.  Finally, the last hit's damage is determined by 1+ the number of allies adjacent to the thrasher (0 to 3), and it has an even chance (33%) between hitting STR, armor, or just missing even on an armorless target.  Positioning to get this last hit bonus from allies can be tricky outside of tight formations- it's not worth forgoing another melee's attack or risking an archer just to stand next to him after all. <br />
<br />
Since the power can reliably deal 1-3 STR damage regardless of armor versus strength (and does some break as well, this keeps the unit effective even after being beaten down (if you have will to feed them).  They can also start with 12 strength to make significant hits without their power. While ignoring armor sounds great versus Shield Varls, take note each hit is distinct and thus adds up to -3 armor or worse for you should you flail into their Return the Favor.   If you find your Thrasher nearly armorless and/or likely to be killed easily before it's next turn however (in the path of a warrior for instance) go ahead since you have nothing left to lose. <br />
<br />
There's no fancy combinations with this power other than positioning units to boost the last hit.  The Thrasher in some respects forgoes fancy planning for power and a bit of luck.  However, knowing how to wield and manage that power and luck, making important gambits and scrambling your opponent's plans, is no less tactical or rewarding.  If he's a 12 strength he's a decent candidate for being Forged ahead by a Warleader for a surprise attack into archers.<br />
<br />
Stats and Roles:<br />
<br />
Min: 5/8/3/1/1 Max: 11/12/13/3/2.  Thrashers have a rather wild range of stats and strategies.  <br />
<br />
Armor: you can max this stat with strength to make him sturdy, but it will be costly in other fields.  Paired with high Strength you'll be shorter on mobility.  Focusing on will and exertion to use his power and he's very compromised versus shield varls.  You can try keeping this stat low (8~) and use him like a tiny Warmaster.<br />
<br />
Strength:  it's not hard to have 12 Strength and make devastating hits to Warriors or archers; but with it's power the unit can be very useful without maxed strength.<br />
<br />
Will: You probably want more than 3 will so that exertion and power can be used for more than 2 rounds.  A will-less thrasher is a harmless unit once maimed.<br />
<br />
Exertion: He has the chance for 3 exertion to give him terrifying movement range, but watch for overextension that makes his death too easy for your opponent.  1 Exertion can also be viable as long as you can keep him in reach of targets.  2 Exertion is usually a nice balance for when you have to make a killing blow of 3-4 damage and don't want to risk the flail.<br />
<br />
Break: on one hand, the Thrasher doesn't need break because his power will either ignore armor or deal break damage for you; on the other, a Thrasher with 2 break and high exertion can turn the tables on his hated foe, the Shield Varl, and is a better &quot;team player&quot;.  You'll have to decide what you believe is better.<br />
<br />
Weaknesses:<br />
Bring the Pain/Return the Favor will wreck a Thasher's armor.  Shield Varls in general can block low exertion Thrashers from finding better targets and Provokers add insult to injury by stopping them from using their power.  Raidmaster's Stonewall makes them immune to the power since it almost never does 4 damage in a single hit.  If you try a formation to boost the power of the last flail, a Siege archer or Warrior can punish you with AOEs.<br />
<br />
Leveling:<br />
The rank 1 power does 3 guaranteed &quot;damage&quot; for 1 willpower, the rank 2 does 4 for 2 and rank 3 does 5 for 3.  As you can see ratio of effect to cost reduces significantly which can be bad.  That said, the extra stats can afford you more exertion or armor, and if you know your thrasher is going to be killed, you can prevent his will being wasted with the higher powers, so higher level Thrashers aren't a bad idea, though Thrashers are a prime class to keep at rank 1 for power 12 team.</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?23-Factions-Tactics">Factions Tactics</category>
			<dc:creator>Kletian999</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1714-Know-your-units-Episode-9-Thrasher</guid>
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			<title>Is BM OP</title>
			<link>http://stoicstudio.com/forum/showthread.php?1713-Is-BM-OP&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 20:16:39 GMT</pubDate>
			<description>Greetings, Vikings!  I have a genuine question that I wish to bring to the table. 
 
I have been hearing the same story from a few other people.  I...</description>
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<div>Greetings, Vikings!  I have a genuine question that I wish to bring to the table.<br />
<br />
I have been hearing the same story from a few other people.  I think they are good, but not OP (like the Warmasters).  However, personally, I wouldn't be a good person to answer the question since I have been running dual BMs since I first got enough renowns to build a PL6 team many months ago.<br />
<br />
SA was definitely OP before the patch.  However, I think there is growing concern to nerf the BM a little bit if too many people find it OP.<br />
<br />
What are your thoughts?<br />
<br />
- glraven</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?23-Factions-Tactics">Factions Tactics</category>
			<dc:creator>glraven</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1713-Is-BM-OP</guid>
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			<title>Raidmaster eyes bug + minor typo</title>
			<link>http://stoicstudio.com/forum/showthread.php?1710-Raidmaster-eyes-bug-minor-typo&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 17:28:58 GMT</pubDate>
			<description><![CDATA[When switching raidmaster's color to Breaker, his eyes are missing for split of second. Here is picture: 
Image: http://i.imgur.com/MTbknal.jpg  
 
...]]></description>
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<div>When switching raidmaster's color to Breaker, his eyes are missing for split of second. Here is picture:<br />
<img src="http://i.imgur.com/MTbknal.jpg" border="0" alt="" /><br />
<br />
<br />
Typo: In-game tooltip of Strongarm: Battering Ram - Knock the target back through <b><u>mulitple</u></b> spaces, doing armor damage.</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?21-Factions-Help-amp-Support"><![CDATA[Factions Help & Support]]></category>
			<dc:creator>Kuba</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1710-Raidmaster-eyes-bug-minor-typo</guid>
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			<title>Same-class units limit??</title>
			<link>http://stoicstudio.com/forum/showthread.php?1709-Same-class-units-limit&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 15:14:58 GMT</pubDate>
			<description><![CDATA[I just bumped into being unable to take more than 3 archers (of any kind) into my battle party. What's the matter?? We only have 4 base classes (+3...]]></description>
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<div>I just bumped into being unable to take more than 3 archers (of any kind) into my battle party. What's the matter?? We only have 4 base classes (+3 upgrades for each), and now another tactical option is taken away &quot;just because&quot;? I am very disappointed, because I spent some time moving towards an idea of experimenting with 6-archer tactics... and that's what I get AFTER spending some renown. If developers think that such a limit is an absolute must for the balance - well, they could at least warn me.<br />
<br />
That said, now I don't think I'll be coming back to the Factions anytime soon. The combat system itself is nice enough, but the number of options available is just not enough to keep it interesting once most of the tricks are known (and I just played it for a week). I really hope that there will be a LOT more units and abilities in the single-player Saga. After all, that's what I backed originally (not being a multiplayer lover anyway)...</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>Kirinyale</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1709-Same-class-units-limit</guid>
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			<title>Sorry for being coward!!!</title>
			<link>http://stoicstudio.com/forum/showthread.php?1708-Sorry-for-being-coward!!!&amp;goto=newpost</link>
			<pubDate>Sat, 18 May 2013 07:52:32 GMT</pubDate>
			<description><![CDATA[Hi, 
Sorry for every one about being coward in this game, I'm not intend to fled. It always show me disconnect from server. I'm not sure about...]]></description>
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<div>Hi,<br />
Sorry for every one about being coward in this game, I'm not intend to fled. It always show me disconnect from server. I'm not sure about problem, maybe stream server is my problem, look like stream can't let people around the world play it smoothly. (This is my first game on stream server and I feel very depress, I not have a problem with other online game like DOTA, HoN, Wakfu That I play with people around the world.) <br />
<br />
Sorry for every one who play with me till the end too, I think I curse you trouble. Some lagging or have to wait till time up for change turn.<br />
<br />
Again sorry for being coward!!!<br />
<br />
post it wrong place, sorry :p</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?23-Factions-Tactics">Factions Tactics</category>
			<dc:creator>havennight</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1708-Sorry-for-being-coward!!!</guid>
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			<title>Tips on how to use WL effectively?</title>
			<link>http://stoicstudio.com/forum/showthread.php?1700-Tips-on-how-to-use-WL-effectively&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 13:17:33 GMT</pubDate>
			<description><![CDATA[I guess I'm at a point where I'm a little bored with my go to lineup, I've been running 3 Raiders 1 Archer, 1 PK/SM, 1 or 2 WH/WM setup about 95% of...]]></description>
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<div>I guess I'm at a point where I'm a little bored with my go to lineup, I've been running 3 Raiders 1 Archer, 1 PK/SM, 1 or 2 WH/WM setup about 95% of the time since release. I'd like to mix things up while I wait for the new units to be released. I've never really got the hang of using the Warleader. I'd like to learn more on how to effectively use him. Any tips, tricks and comboes will be greatly appreciated. You can also share epic WL moments here too. btw I only have my WL at lvl 2.</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>Tatski</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1700-Tips-on-how-to-use-WL-effectively</guid>
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			<title>suggestion: Request for manual matchmaker option</title>
			<link>http://stoicstudio.com/forum/showthread.php?1698-suggestion-Request-for-manual-matchmaker-option&amp;goto=newpost</link>
			<pubDate>Fri, 17 May 2013 01:32:15 GMT</pubDate>
			<description>I have no idea where suggestions go and will just post here. Anyway, often times I see people complaining about not being able to find a match. While...</description>
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<div>I have no idea where suggestions go and will just post here. Anyway, often times I see people complaining about not being able to find a match. While I have no numbers to back it up, I feel that this is due to having a small player pool that makes the matchmaker somewhat ineffectve. A solution to this is to allow manual matchmaking among the players currently online.  It can be contacts/friendslist looking thing with something like this:<br />
<br />
&lt;status&gt; &lt;playername&gt; &lt;party level&gt; &lt;elo&gt;<br />
<br />
for all of the players online.<br />
<br />
Where status is:<br />
idle (yellow)<br />
ingame (red)<br />
looking for unrated game (green)<br />
looking for rated game (blue--maybe only show elo for people in this group)<br />
<br />
So basically players look at the list and see someone that they feel would be a good match for them. We then click on that players name to send a challenge request.  The guy who is waiting for challenge sees the name/power level/elo of the challenger and decides to accept or not.<br />
<br />
I think this would work out because this allows players to see what power levels are being searched for an adjust their party to match. It also allows players to accept handicaps when few players are online, instead of waiting for the matchmaker to broaden the search. On somewhat of a tangent, it would also be nice to be able to right click the people who are ingame and spectate while waiting for a match.</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>h44</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1698-suggestion-Request-for-manual-matchmaker-option</guid>
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			<title>Factions classes compared to chess</title>
			<link>http://stoicstudio.com/forum/showthread.php?1697-Factions-classes-compared-to-chess&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 15:33:11 GMT</pubDate>
			<description>I have seen lot of players comparing Factions to chess. What classes would you compare to pieces in chess? And why? 
 
For me it is: 
 
pawn -...</description>
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<div>I have seen lot of players comparing Factions to chess. What classes would you compare to pieces in chess? And why?<br />
<br />
For me it is:<br />
<br />
pawn - raidmaster - used in great numbers, very often first to move<br />
knight - backbiter - great mobility, usable for some sneaky tactics<br />
bishop - thrasher - also great mobility, always a threat<br />
rook - warhawk - can deal lot of damage, deadly when left unattended<br />
queen - bowmaster - covers lot of ground with BoP, can deal huge damage with Puncture<br />
king - warleader - commands other units on battlefield</div>


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			<category domain="http://stoicstudio.com/forum/forumdisplay.php?20-Factions-Discussion">Factions Discussion</category>
			<dc:creator>Kuba</dc:creator>
			<guid isPermaLink="true">http://stoicstudio.com/forum/showthread.php?1697-Factions-classes-compared-to-chess</guid>
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