After defeating every monster inside the Imperium from the inside out, there were no locations available to build. I don't think it was possible that Altar had seven different heroes able to cast tornado. And I am not talking about once, I am talking about EVERY round. Granted it was very late game and it's entirely possible he had built up enough mana to cast it up to spam it constantly making it impossible for anyone to attack him.
Weasel War Dance
Tornado into Wildlands. Playing on the Wildland map and was teleported into the Imperium. Even after killing everything inside the area was never cleared. Also... tornado REALLY needs to have a cooldown or something. Maybe only once a round. Having 5 or six full units tornadoed over and over again when trying to overtake a castle is ridiculous.
The commander skill Battlecry is listing as both a spell and a skill. It appeared on Lith Serrana.
The commander is either just fine or seriously overpowered. Not only will they get the army to attack about twice as often they also affect their accuracy. While this may not seem like a huge advantage at first, there are several accuracy dependent units. Maul becomes completely obscene with a commander in the group. Tarth Double-strike will likely hit making the archers with horrible init suddenly fire double-shot volleys after battlecry.
E:LH (Though very buggy currently) is fantastic. The custom leveling of heroes is something I always dreamed of for E:FE. The swarming rules (at first glance I thought it was too much, but that was until I really started watching the numbers) The addition of weapon and shield specific abilities add some interesting battlefield dynamics such as flanking and pushing opponents so you have to really look at the weapons you are using
A dodge penalty offers some interesting tactics against heavy armor. It makes the Tarth doublestrike more effective against heavy armor, Maul is more likely to hit more often, and blindness isn't as good of a spell if your troops are in heavy armor. I'm pretty happy with the dodge penalty. Maybe an accuracy penalty or movement penalty if it doesn't feel enough of a penalty, but heavy armor is at the end of the combat tree and it takes traits.&nbs
You know if you gave spider mounts a few extra bonuses and even made them available for units, that might really make cult of one hundred eyes worth taking. So far I haven't noticed any changes to the spiders in FE- Legendary Heroes.
That's the difficult thing when designing a game- How to make things as realistic as possible and still balanced. My opinion is heavy armor should be: A. Expensive (Medium should take 2 times longer than light, and heavy should take 4 times longer than light) B. Trained (Medium with one, Heavy with 2 perks) C Decreased mobility (You shouldn't be able to dodge in full plate) D. Awesome (Because heavy c
It may be a pain to script and surely not at the top of the list of things to fix this week, but I always found myself bitter when I see Arachne parading around on a spider while my faction with Cult of One Hundred Eyes are spider-mount-less.
Spider Mounts should be added to the Cult of One Hundred Eyes. At least for heroes, maybe units. Would give it a little extra bulk.
How about going in a completely different direction than with init... how about a loss of dodge. Like a ridiculously high dodge penalty that basically means that the opponent will score a hit no matter how low their accuracy is. And that even offers reasoning as to why Resoln doesn't use armor. Or perhaps a penalty to dodge and accuracy.
I designed a slave unit when playing a custom faction. Later using the same empire name I was able to build that previous slave unit in the new empire (Krax) I will be happy to give more details if required.
Please allow me to delete old profiles, units, sovereigns, empires without having to dig into the game files and manually delete them. Amazing game, thank you.