Non-cheating A.I. ftw! [quote quoting="post"] New DLC is in the works, new updates (1.4 and 1.5) are in the works. The success of the DLC allows me to pay developers to keep enhancing the game. [/quote] Supporting the ongoing development made me buy the "Bunny Slippers DLC" and although content wise your DLCs feel poor, just count me in for another round of weird crowd funding. [e digicons]:D[/e]
puntarenas
Exactly! That would solve several issues: 1) getting rid of another UI blocking pop-up 2) being able to gather all necessary informations before coming to an (ill-informed) decision for the cities path 3) city #1 often levels up the first time before you really can tell what other settleable spots are in your direct neighborhood, so it is particularly hard to choose :-)
Thanks Oliver! Will try this mod out (but nevertheless hope it finaly inspires Upstream as a proof of concept). Is it possible to have such a mod for city level up as well?
The game should at least give some visual feedback (icon + mouseover description) on the character screen about that splitting mechanic. Of course the values should reflect the actual hero stacking. Even better, remove the splitting. XP splitting is for sure not the biggest problem heroes have in LH, but I hate the idea of being punished (and if only slightly) for building teams of two heroes. Champion #2 actually would come really handy early game, when I am really bus
Defenders should IMHO get a 33/50/75% (additional traits) chance to counterattack every (!) melee attack while defending. Conterattacks granted by weapons should of course grant the guaranteed counter first. Defenders (and probably Warriors later in the tree) should be able to provoke enemies, so they will concentrate their attacks on them and swarm them instead of moving near other units. They are tanks, let them tank. Assasins
Spawning near capital would be better than spawning near souvereign, but I think they should not spawn at all. Instead we should be able to hire one for fame (that we could save up) out of a wider pool of availiable champions than just the two that get randomly availiable. Even better, make the "Adventurers guild" a cheap and early game building and make it add another "shop" to the city, namely the "Adventurers guild" where famous souvereigns can attract heroes, the more fame
Minor tweaks I would suggest: - make monsters (or even better: everyone) ignore scouts so they become useful - don't show caravans as red (enemy) spots on the mini map, it is disturbing - add an enchantment that grants a hero "cloud walk" without leveling up air magic - if an A.I. offers me tribute, I would love to have an option to tell them that I see them as friends and it is not necessary to appease me. That should then count into our relationship as if
Finished another game right now (0.90) as Gilden. This time I walked around with my souvereign and another hero despite the xp split mechanic. My souvereign was a Warrior and made it hardly to level 12 before the game was literally over. I played on a large map with default settings (except A.I. on challenging and only 3 enemy fractions around). My souvereign managed to be not too much of a burden (found some nice weapons and armor), although the regular troops kept to
That screen should not be an interface blockin Pop-up at all. We should at least be able to close it and give the update order after we found our well informed decision. In fact, a notification that your city is ready to level-up on your command would do it. Same goes for "new hero screen", "hero level up", ... blocking Pop-ups are the plague!
[quote who="Mistwraithe" reply="136" id="3354243"] I can see your point. But completely removing XP splitting goes way too far in the other direction and virtually forces the player to stack all heroes together to maximise XP gain. [/quote] Wouldn't be a problem anyway, because you still were forced to find a sane ratio between heroes and regular troops in your stacks. Otherwise strong enemies would just wipe the floor with your heroes only stack (at least as soon
Share your solution with other users on the forums! I bet you figured out that you can select multiple units using the key.
Thanks! Maybe Stardock then should change the Tooltip to refer to "Set of Chain|Plate Mail Armor".
I have researched Heavy Armor as Pariden, which shows to give me access to "Plate Mail Armor" (32 Defense, -6 Initiative). Instead only "Plate Cuirass" (10 Defense, -2 Initiative) is availiable in shops as well as within the unit designer. Researching Armor earlier in that game suggested to give me "Chain Mail Armor" (16 Defense, -3 Initiative), but all I got is "Chain Shirt" (6 Defense, -1 Initiative).
[quote who="parrottmath" reply="117" id="3353405"] What I would like to see the devs do is reduce the effects of the XP divide. Rather than be 1/2 1/3 1/4, something more gradual.[/quote] Fibonacci comes to mind, just divide XP through F(n): 1 1 2 3 5 8 13 21 34
Spears? Easy to counter! https://www.youtube.com/watch?v=fV1fLwbVGZQ [e digicons]}:)[/e]
You can always find patch notes as a sticky thread on top of the "LH Support" forum: https://forums.elementalgame.com/forum/1049
Regeneration in its current form leads to micromanaging terror. If you want to heal a unit (or even worse: several units) after battle, you cast Regeneration, click Next Turn and then immediately Dispel due to its mana maintenance cost. Please fix that! Either make it an (very) expensive enchantment without maintenance or make it an average cost one time shot.
Those traits would be fine if proficiencies for heavier armor would include the lighter ones. My problem for now is that these traits are too restricting in regard of unit upgrades. Of course, the proficiencies for lighter armor should have some compensation, think of it like that: plate armor trait - able to wear heavy plate armor (plus chain and leather) chain armor trait - able to wear chain armor (plus leather) and units also gain +2 d
The game is fun, but it could be so much more. Steam shows 59 hours of play and I started with the first (and very promising) release of the LH beta. While progress was made here and there, now especially 0.85 was a huge disappointment to me and while anything was said about the game's weak spots, I want to join the choir nevertheless now. 1) Souvereigns/Heroes suck and leveling them is no fun. Early and mid-game they are outclassed even by cheap troops (leave alone
Stardock's last attempts for German localizations in cooperation with Paradox (and later with the infamous Kalypso Media) were nothing but a pain and really did some harm to the company's reputation amongst German gamers. Some translations were missing, others were stupid and some changes to the XML files even resulted in bugs (broken tech tree) not present in the original version of the game. I believe part of the problems was the attempt to outsource localization and combine
It is sometimes hard to understand what your words mean Frogboy! I remember you talking about "only balancing" during the beta's while core functionality (in form of code) still has been added. So - this time - if "evolving Fallen Enchantress's game play" includes lots of new code (not only XML-Tweaks that work around the inherent blandness of some core functionalities) - go for it and tie the game together to feel of one piece. Also please don't forget how essential good
#1 Improve Auto Combat #2 Drop Auto Resolve and instead compute Auto Combat in the background #3 Fix City Spam. There are great (but code hungry) ideas on the forum, e.g. providing "pioneers" as rewards for several achivements. Kepp them trainable and cheap, but only allow another city creation if hard-earned before. #4 Option for starting positions of the same value #5 Add an official announcement to
Thanks! I hope Stardock jumps on that train for Vanilla FE. BTW, is it possible to do some calculations on city defenders? I would love to see each city, fortress and enclave grant an particular (non linear) amount of defenders per level and then have that stack distributed over all settlements. This could help balancing city spam vs. less (but faster/higher developed) cities, especially if the growth penalty would be tweaked accordingly. </
[quote]Clash- Play against a single opponent on a balanced map, or discover a ship and explore the nearby islands. Crucible- Four opponents with a common area between their starting positions, can you hold the center and take out your enemies? Dust Bowl- A dangerous map with few fertile positions. But the land isn't empty, hordes of monsters have claimed it. The Wildlands- 10 Wildlands on one map. Can any empire rise in a world ruled by monsters? Anthys- Play across th