I like the feat idea, I think it is especially suitable for making hero's play differently. The Adventure Content Pack adds dozens of hero's with unique abilities; being able to unlock additional ones would means leveling means more than clicking on the stat their abilites are based on. Also as a way to speed up combat, can we PLEASE get the engine to stop displaying the name of the spell once for each tag it incl
M. Agrippa
[quote who="Dsraider" reply="39" id="2893481"] Do not misunderstand me that I believe adding damage types would be a bad thing for WoM or FE. As I pointed out before, it does add a very interesting strategic element to the game as well as gives a framework by which a natural advantage can be given beyond simple unit attack power and accuracy. However, with respect to the actual combat itself, additional combat actions are a simple and easy solution to greatly expand the tactical choices
Seems like the ideas for improving tactical break down into two major pieces: Mechanics : Modifiying tactical combat to make terrain matter (Line of Sight, elevated terrain, more blocking terrain), adding in the flank modifier Kenata has discussed, adding a flag so that it can be specified that a special ability can be counter attacked (PLEASE DO THIS ONE!) Special Abilities : This is the focus of the Updated Weapons mod, adding abilities
No worries on going slow, since we have 3 chapters worth of spells on the go in the beta currently. Between Shard Scrolls, new Battlefield stuff, and Sean's I count that in the range of ~13 new spells in active dev. If we can get these wrapped up and working by the time the SD devs have completed the great purging of the OOM's for 1.2, that would be golden happy dance time for me. I also owe you an Icy Barricade tile. Let me guess that the Fluff who
To throw my 2 cents in: I think that balancing of the abilities is highly dependent on the difficulty settings used. All those extra hit points on Hard++ means that what would be a one shot on Average plays "right" at the settings most of the modders seem to be using. I don't have a clever solution, but I think that might be a hard to pin down part of some people's balance issues. That said, I think "Dread Fright" should be weakened a little bit by mak
Cheers for the multi-mod support!
Fair enough, I think this is coming along great. Let us know when you are in more of a balance of costs frame of mind; I have already reached the point of trying to string out the low armor troops relevance since they look so much better than everyone having the default!
Yea, shields and armour I might be able to buy! Have you checked out: https://forums.elementalgame.com/405544 Has some nice new armour sets in there, don't know if Jounk33 is willing to share or not, but would really help your differentiation efforts. Cheers.
Tried to get deep into testing this weekend, but just got to the Fire spell book late last night (life happens). Looking good so far...
This is a great addition of stuff, but it does not look compatible with some of the other popular mods; in particular the Adventure Content Pack ( also references unused art assests ) and the Updated Weapons ( core weapon files conflict ) mods. Would it be acceptable to re-use your art to create sub-mods that would play nicely with those? Since you have created a new tech path
I am playing as New Pariden with DF and noticed some wierdness as well. It seems that they have no first level shield (Light Shield), and none of the weapons for soldiers seem to be working with Updated Weapons mods. Hero's pre-equipped weapons DO have the abilities, so I think it must be something to do with splitting out the tech trees that made them not play nice...
Hi Heavenfall, when you say this is not in active dev, does that mean you stopped work on the unique units you were planning for the vanilla factions? Are you paused for 1.2 in particular?
@ Murteas : that sounds like a plan to me for Hands ; I also think Ring of Fire is ready to roll with the tile John_ made. Even if you cannot get the effect quit right, would be nice to have that in the next beta so we can test it for clipping on some models. We are working on icy barricade...
Howdy, for those still working on slowly generating content for this thread, thought ya'll might be interested in some of the stuff here: https://forums.elementalgame.com/405103/#2885676 Just a heads up from a booster in the gallery. [e digicons]^_^[/e]
Really nice work here imp; between this and the new stuff in ACP, even a vanilla game faction is going to look good!
Nice find, thanks for posting!
I think the new tiles looks good, I like how the house buildings will make them blend in with the rest of the city scape more. My only feedback would be to add some extra magic stuff to the Lore Shop; the building looks good, but one of those spinning globe models would also look good. What are you finding "not fun" about the game? Are you playing it with mods or without? I can agree that vanilla is only so inspiring, but the mods make it danger fun for me a
Agree with John_ on the "cast on self" for a reasonable usage. I think it is a given that a lot of the spells will need to be reworked as the game evolves (a la AI tags in 1.2 beta); creating high value content that can be edited to greatness later I still think is the best path. Got sucked into negotiations and sales crap at work, had a mirror in the bathroom come loose from the wall and land at the top of the "Honey Dos", plus finally got my 3D
Check out the mod section of the forum for more content goodness, adds loads of quests, monsters, spells, etc.
Thanks Magog ! @LightofAbraxas : Thanks for the offer, I just looked through your posting and you have some really interesting spell ideas. I personally never played with your mod, so I am unsure of what is available for content. Are there any particular custom effects and or spells you would suggest?
Magog , post it up. The one you had look good, feedback was all polish points. Much rather have you happily producing more cool new stuff then beating your head into a wall of engine limitation (circular movement). [e digicons]:thumbsup:[/e]
I think Hands would work best as a friendly Champion + SoV only spell; works with the model's in the best way and Heavenfall found that Friendly Champ targeting code. FriendlyChampion Means you can take a chance to save a hero and get them useful, but they are out of the fight for a bit. That was my original conception at least. I think try the range at 4 and the cool down at 10.&
I am down with a small magical tornado (something in between). Having it smaller for the level two means we can have a bigger one later on for a higher level spell. [e digicons]:thumbsup:[/e] I thought rather than making the objects circle, you could play with having multiple objects moving in different directions for fixed lengths of time staggered over the animation to simulate the effect. Going to try and represent this with one of my patented ugly area
People done started posting while I was writing a response. [e digicons]:grin:[/e] @ Murteas : For Sheltering Hands I think the TARGET should be the one who looses their turns, not the caster. I was thinking of it being a SoV / champ specific spell; healing to the target in return for being taken out of the battle. And I think if you put the ChanceToLoseNextTurn @ 1 for DURATION that should do it. Note: the So
@seanw3 : the idea is to keep all of the spells in the mod compatible with the base game, so people could play with the Grimoire as the only mod and not need to worry about learning new tech tree strategies, etc. Its also why we organize spells into "Chapters" at a folder level, to make it simple to strip out anything you do not want to play with. For instance all of your stack enchantment spells make sense being a "Chapter". This also helps keep things balan