[quote who="mqpiffle" reply="8" id="3351856"] and move shrink to death magic.[/quote] I don't think death needs any more help.
CogBurn
[quote who="parrottmath" reply="83" id="3335203"]Here is an outpost suggestion: The upgrades for the outpost should be done at a per city basis. That is to say if you upgrade your outposts to be wardens, then every outpost connected to that city will get the wardens upgrade as well as the city itself. Similar to all other effects and would be built once at the city and upgrade all outposts as such, even new outposts will get the supplies of the increase. I think this would have to
If you're interested, in the mean time, you can make an easy change to the XML and attach it to the end-tree techs yourself. Directions here .
I've seen a lot of maps that randomly have a small 1 square bump (You couldn't even call it a hill, just rolling ground) in the middle of them that is, for some reason, impassable terrain.
If I'm using a weapon that does only elemental damage, that seems really wonky. If that is the intended design, there should still be some indication of what the hell happened. All that was shown in the actual combat was that my hero was dazed and there was no result whatsoever to the Banshee. If it doubled my physical attack and stripped my elemental attack (which is weird), I would have thought there would have been an 'immune' message from the banshee, just as if I'd hit it
I just fought a banshee with a champion who had a lightning hammer equipped. If I just straight up attacked the banshee, it took 10 lightning damage. If I used the crushing blow, my champ would execute his attack animation, and be dazed by the crushing blow, but the banshee would not take any damage. I wouldn't see any floating damage text OR an 'Immune' message. By design? If so, something should tell me what happened, instead of me wondering why I wasted a turn and did n
[quote who="Publius of NV" reply="1" id="3334961"] I wonder if that's what I ran into last night. I had a pure melee champion in a battle who was unable to move, and without any ranged or spell abilities he just had to pass. He was on the edge of the tactical map just like your spider is pictured, but I didn't notice whether a grid border was missing.[/quote] I've actually seen my champions appear unable to move even though the mouse pointer shows they sh
Started a combat against this brood warrior's army. The black widow at the top of the screen started on a square that you can see has no top grid border. It isn't a valid piece of terrain to move onto. I confirmed this after I killed it, it was not passable terrain for my units. While I was able to attack it, and target it with the impale skill of my spearmen, hovering the mouse over the spider told me it was out of range. <img src="http://i
I just received a Fists of the Sun from an unguarded Treasure Chest goodie hut. This seems like a rather powerful item to get without any fight whatsoever. Should this item only come from a lair?
[quote who="Island Dog" reply="10" id="3332502"] Quoting crimsongekko, reply 6wait, is steam SUPPORTED or REQUIRED? i.e. am I forced to install it to play LH? LH uses Steamworks, Steam will be required. [/quote] I am a sad panda. Steam is not an option for me where I spend 95% of my available play time. :(
[quote who="BernieTime" reply="36" id="3325521"] How is this different from going into the Options/Advanced Options/ and selecting Manual Improvement Placement?[/quote] Without this mod, you can only build a pier/dock line of improvements if the starting tile of your city touches a river when the city is founded. You cannot make the lumbermill line of improvements unless the starting tile of your city touches woods when the city is founded. Even if you use Manual Improvement Pla
Is it not possible to have the population cost extracted from the player when the settle button is pushed, rather than when the pioneer is queued? Then you can make all the pioneers you like, but you can only settle cities when you have the population to start the new settlement, and outposts would effectively not be hit with the pioneer pop cost. Alternatively, can scouts create outposts while pioneers create cities?
To be fair, sometimes I play the game without settling a city. Maybe the AI does it now too. [e digicons]:grin:[/e]
[quote quoting="post"] This screenshot is more polish than new. It’s going to get more polish before release [/quote] Brad, make sure one part of that screenshot that gets polished is the Path of the Defender artwork. The whole torso/head region looks really wonky.
My FE thread on the Penny Arcade forums is on the front page of those google search results. [e digicons]:rofl:[/e]
It also irritates me to no end how sloppy and unresponsive the mouse-over popups are in faction/sov design. And why is it if I choose my 'main' color as black and my 'secondary' color as white, the 'dark' clothing options are white and the 'light' clothing options are black?
I would like to be able to expend tactical movement in chunks, not as a single-move system. Currently, if you move in tactical, even if you had movement points left, you are stuck wherever you moved to. You essentially get one move. Either use up all your movement points or you're screwed. Why can I not move a couple squares, and then a couple more? If you don't want abuse of move-attack-run away, then make it so doing an agressive action (offensive spell
I see.. Well, if that's the case, the popup should be more clear about that.
Any chance we can get a different set of popups written for the World Difficulty setting? It currently just uses the AI difficulty setting popups, and doesn't give you any real indication what most of the level changes do for the world difficulty. The monsters obviously don't have any economy to worry about, so something about their hitpoints or aggressiveness would be more appropriate.
I'm sure this has been reported before, just making sure it's still getting attention. Timber wolf lairs contain no loot, ever.
Did not expect release so soon. Yay!
EDIT: I"m an idiot, nothing to see here.
Thanks for the answer. From outside the industry, we're used to a .0x update being some little fixes and minor balance changes and a .x update being some sexy new features. Obviously we see it in a layperson's fashion.
[quote who="Lantros" reply="47" id="3290563"]I´m sure the changelog will grow until release. [/quote] I'm sure it will too, I just haven't seen a log note or really even dev journal that has talked about what the signature change of the .1 version increment is focused around. So far its just fixes and some numbers balancing. EDIT: I guess this dev journal says it's memory & AI,
Something I'm sorta wondering... Normally incrementing from 1.0x to 1.1 is a fairly major step for any software. What is the 'centerpiece' change for FE that is, for lack of a better term, justifying the .1 increment? Everything we've seen in the changelog so far looks like a .03 level change.