Which things? I am always open to balance changes.
seanw3
I am actually looking at increasing the starting Sov power right now. The current dev's plan is to make the early game have much weaker enemies near the starting position, which are well balanced with the rusty swords and crude bows we are given for free. I would much rather just give them any weapon from Weapons for free. Then have a few powerful weapons and strong armor pieces with a cost of 1. It's fine to start out small, but if we are trying to play a powerful warrior Sov, it sho
Fallen Enchantress Beta 4 Tarth Chapter 2: Expanding the Cause
Playing Pariden is all about making good mages and setting up a solid tank unit. Leht Staff is immensely powerful, even if people do not realize it. Lighting has no solid counters. It is extremely effective. Put a few tanks in front and fill your back lines with lightning mages. Then add a powerful hero with 4-5 elements. Now you've got a magical army. Now, you can try to play as a standard warrior army, but you are wasting your potential.
You are getting much better at the game. Always a pleasure to watch.
With the current balance, Essence is too good. Conclaves can abuse it to perform just as well as a town with no Essence. Forts take a long time to become equal to the other choices as well. All this combined with the fact that all specializations do about the same research makes specialization less than it's maximum potential. Idea for balance: Towns should be good at growth and gildar. Conclave should be good at research and mana. Fortresses should be good
It depends on how you play. A magic based race like Pariden needs to rely on constant unit enchantments to stay competitive. Competitive is a key word in this discussion because currently the AI can be beaten without using enchantments or magic in general. The AI cannot even fight back with enchantments or strategic spells. There should be room for Pariden to be casting powerful damage spells each turn. They should also be able to use a few choice enchantments on their units. Then they need t
Fixed Save Corruption is probably the biggest understatement of the year. FIXED SAVE CORRUPTION! Now that is more like it. I like alot of the changes and balances too. The AI improvements are something I have been dreaming of for quite awhile.
I think the better solution is to keep most of these at high cost and then increase the player's ability to specialize a city in mana generation. Of course some of them simply seem like a bad trade. They should be reduced either way.
A new serial begins, including some changes I have been testing. This time the game will be much more dangerous. Fallen Enchantress Beta 4 Tarth Chapter 1: Hunters and Gatherers
You make a good point. I took a gander at the trait prereqs and there are some powerful ones way up in the tree. The vast majority though are about the same power. We could do with moving a large number of them down to Training and Drills. I really don't want anyone to get anything good on turn one. We need to keep those vile Magic Tree and Civics Tree bastards away from our traits! Then some more powerful ones should be added to those later techs and even a few should be spread about the
This would be further problematic because Pariden summons their outposts, allowing free population. I think there is still room to use population, but it needs to be more like +goldperpopulation from citylevelup. Overall there are alot of ways to use the population as a factor in one's economy. I just don't think it works well as a game limitation mechanic. It would force fortresses to have high growth to build armies. Towns would get less growth as they won't use it as much. &nbs
Maybe I am still annoyed at how useless Earth is in battles. It should do +15 armor at least to make up for the supreme lack of good fighting spells.
I am happy people seem to think these ideas are of merit. In my testing I came across some imbalances that I would like to correct: Conclave Level 2-5: +3 Research, +1 Essence, +25% Mana, +10% Research in all cities Archivist: +25% Research Oracle: +50% Mana Scroll Scribe: +20 Spell Resistance Crystal Vault: -50% Crystal Cost For Trained Units Academy: +5 Research Tower Of The Magi: +3 Levels to Summons Pyre of Anniellum: +1 Fi
More Spells I just thought of: Earth Element Infusion: +50% Defense, Gains Earthquake as an ability (which requires no mana, but has a cooldown), +3 levels to summons. Air Element Infusion: +5 Initiative, +1 Moves, +50% Lightning Resistance. Water Element Infusion: +50% Cold Resistance, +25% Damage to water spells. Fire Element Infusion: +50% Fire Resistance, +25% damage to fire spells. With a cost of 400 or so Mana and a level 4 spellbook pre
It fits with the lore to alter people in the game. That is what the fallen are afterall. They were once human and then turned into abominations by dark magic. The spells we do have for altering heroes are a bit lacking, but on the right track. They function fine, but offer no imagination of what is being changed about the unit. I would like each level 4 spellbook to offer a spell that connects a unit to that element. With the new code we got in beta 4, you can prevent these from stacking with
I agree with all but #3. It would be shortsighted to allow all traits on turn one. There needs to be a progression in unit design from the tech tree. The Warfare Tree relies on adding traits for balance. I would say that each unlocked trait needs to show up in the tech tree user interface. The basic early traits are still useful later on. The cost/benefit of using older troops is not having the latest training and not being specialized in new weapon tactics. But you will have a higher level.
Tech trading is broken at the moment. It's a solid idea but you can buy tech way too easy. I would think each tech point is worth at least 10 gildar, not 1.
Kraxis has access to life and death because he can hire heroes from both sides. I don't think factions need much more differentiation. It would be a bad idea anyhow to start trying new features this late in the dev process. We already had a faction beta cycle and most people agreed it was successful enough until the expansion. Once modding opens up though, there is alot modders can do to add in even more content. Heavenfall already has another 8 factions that are almost ready and modding
What about giving monsters bonuses per level or making their spawn rating higher in special cases? I would rather summon a level 1 ice elemental with a spawn rating that is 1+Summon Skill+level of the caster+player abilities. You could add alot more stat variation this way. Giving monsters bonuses per level would do the same thing and perhaps be easier to incorporate into the UI. It might be better than having to make each summons into 4 new spells with 4 new monsters.
I am noticing that the new AI only works for some units. Things like Obsidian Golems were better off using the old rush tactics since stopping short allows me to game its low initiative. I would like to see big slow units have a completely different plan of attack from normal units.
Confirmed. I get odd results from this spell.
First off, you should switch your modding style because some of the things you want to mod are just easier to do by replacing the core files. Instead of putting things in the mod directory, you should mod from the game directory. Just make a backup of all the vanilla files and then start changing things. Anytime you start messing with ElementalDefs.xml or other files that require you to replace the whole file, it is easier to do it this way. I also hope you are using Notepad++ to mod instead
https://forums.elementalgame.com/429322
I too like the idea that you can defeat an empire, but its capital sticks around until the endgame. It gives time for the weak little capital to try adventuring and leveling up a super-Sov. They might also ally with some other factions and present a small, but effective force in the fight against the nation that destroyed them. It also adds some interesting battles to the endgame, which is a little dry and repetitive if you can get that far without crashing or bad saves. I am mostly thinking