Don't be fooled by Stealth. The trait has no game modifier. It does nothing. It's a scandal no one is willing to talk about. [e digicons]:X[/e]
seanw3
I am setting up my path of the governor to defend against spies. Might be something you like?
No. The poor quality of mainstream titles dulled my interest in mainstream titles.
[quote who="Heavenfall" reply="110" id="3267151"]I can understand monsters and wildlands moving first, but why keep factions moving separate?[/quote] So that enemy factions can attack each other during war...
When we gonna see this? Next week?
You made the right choice Derek/Brad. The game needed it.
I increased my turn times and it makes the game simply superior. I have so much to think about during a game, I don't even notice the 10x turn time.
Mod Explanations updated to explain new special abilities for weapons and the new trait system for designed units.
Yes, vanilla bugs. I will eventually do a total quest balance, but I want to get my dungeons up and running when I do it. I am still working on the basic balance and depth before even touching the weakness of quests and ridiculous rewards you get. You can probably do any quest at Strong or lower very early in the game. I am glad you enjoy the mod. Truthfully, I enjoy modding as much as playing. Part of my incipient megalomania.
This would be great. There are not that many mods, but we have two really big ones and several small ones. I would love a mod manager.
Ah, so the tinkerer emerges from his flying city? Yes, those changes are in the changelog. Now back to work! [e digicons]}:)[/e]
And the reward for most racist sounding title goes too... Nope. It's still "A Few Niggling Issues." [e digicons]8C[/e]
Would be nice to see this fixed for 1.01. Nice catch!
Delin. [e digicons]:annoyed:[/e]
Version 1.0.009 is up. This one does a total rebalance of unit design traits. They no longer cost any labor and have been balanced against each other. They are still a little rough in terms of trade off and which faction or race should have which. But the balance is solid enough to release. Spell also were very much balanced. Expect to get more power from spells to help deal with the world. Some paths were altered as discussed in this thread. Monsters were also ba
One thing we are doing is adding espionage as the main economic force of the Warfare Tree. This will be a nice crossover into Path of the Thief Spells.
Is there any chance for the AI thinking time to be improved? My AI Int = 3 is rather slow.
What I am saying is that there already is one. I would make more, but my affliction takes up most of my time.
Can I add this to Master's Affliction?
I agree about sweep. It is 25% in that version. Newest version is 33% chance. Much better, but only use it against 3 or more units. [Edit] You may not realize, but being prone means -50% armor.
Which traits do you have on Verga? I would not use him as your base scale for power because he is the powerful melee unit in the game. A level 9 normal hero is much much weaker. For very high level heroes, weapons matter, but mostly for their special abilities. As you point out, counterattacks are important for Assailants. But if you are Path of the Defender, you can get a nice mace for bash with less of an armor penalty. In addition, each warrior class can get more coun
Crude Bow? That uses UnitStat_Attack_Pierce. _Boost adds bonus attack. I checked it as working to debuff as well. Wish we had one for armor too.
No, that is not how it works. A dungeon is a text message on the screen and an initiation of a battle. That is the frame we have to work with, but a ton of stuff can be done within the imagination from there. You create space by making each objective connect with choices. Each choice is a door to a new room. Essentially a text based dungeon. But it's nice that we have an unlimited amount of space and can set up tactical maps for each room that really drive home the space and feel of each
It is hardcoded though. But my mines will go on the hills, which are passable. There is not much I can do with mountains. I may have some good ideas for using mountains as a wall for cities, but that way down the modding list. Right now Werewindle and I are very much more concerned with adding depth to all facets of the game. The game tasks me. It tasks me and I shall have it.
Oh, just take a look at my Labyrinth quest. It's a massive dungeon. I built it as an example mod to show what is possible.