Thanks for the response!
I recapped in Darovana's thread with a couple other questions related to the Sorcery path; I appreciate the pointing that out.
As to some of the other things:
I keep forgetting the 5% addition; with that in mind, it totally makes sense for it to be much cheaper than other techs. I was just worried that the game speed mode setting wasn't applying to them.
Essentially, he has two very strong buffs going for him, with no real drawbacks.
- Windbreaker: It already starts as one of the strongest starting weapon of any of the sovereigns - Steals From the Sand is about the only equivalent, when he goes Shaman with the Envenomed Spear. However, the main strength is in how quickly it grows, and the lack of requiring to find any strong weapons. By the time you get stronger gear either from fighting higher level monsters or research, StormCloud is high enough level already (assuming he's going out and about championing as a warrior). Even by level 8, his sword is +20 Atk, +2 Def, +1 Init; comparable to . Even as a twohand sword, I'm pretty sure it's hard to beat that.
Faith Air levitation: I think this is the stronger of the two benefits, that when combined with an already strong (and mobile) champion, makes it ridiculous. The only thing that slows him down is forests, and he can nearly always just end his turn out of danger of reprisal from monsters he can't fight by going onto a mountain or cliff. It means he can loot wildlands like the Desert by just going over the mountain, and on others be immune to counterattacks from guardians who can't enter those tiles. It's like the stealth trait of the Tarth, but (in my opinion), even stronger or comparable.
- Compared to Fury Lavawalker, which is obviously his firey counterpart, StormCloud's strengths and class features match up much nicer. Lavawalker's strengths are suited for a front-line mage, which takes much longer to build up to than StormCloud, and generally won't be as effective, no? Plus, Faith Fire can't walk over impassable terrain.
It does match with their storm-giant style - strong, fast, hearty - but literally their only downside is slight weakness vs Earth types (or other lightning resist types).
I'm sure you have more experience than I do- I've only ~150 hours into FE:LH and maybe 20ish into this mod while you've been working on it for much, much longer(!), but I can't see any downsides to the Faith Air at all. Perhaps making mountain and other normal impassable terrain be 0.5x or 0.3x movement might balance it somewhat?
I moved the folders, and things seem to be generating properly (as far as I can tell by removing the fog of war and looking around, at least). I've started a new game and will let you know how things pan out. Thanks for the fix!
Sword Quest and similar
For the spells and items that generate a quest or treasure, do they work in a similar way to the sorcerer spells with some radius, or do they spawn randomly in the world? I don't want to use them if it might end up in another's territory, basically, and it doesn't say for the most of them.