Wizard1200

Wizard1200

Joined Member # 3051922
57 Posts 754 Replies 12,199 Reputation

[quote who="Naidrev" reply="30" id="3333466"]I never thought about the Tarth effects... Does their new doublestrike ability (which sounds great, especially if it works with bows) even out their power?[/quote] Yes, the new Doublestrike ability is great if the player or the AI designs archers with high accuracy.

37 Replies 173,841 Views

I have increased the Critical Chance of Vital Strike (+ 10 / + 10) and reduced the Critical Damage (+ 25 % / + 25 %), because Critical Hits make the combat very random.

1 Replies 6,559 Views

[quote who="athelasloraiel" reply="2" id="3333469"]How about multiple summons or special summoning path?[/quote] Multiple summons are a great idea and more interesting than increasing only the level of the summons. [quote who="Nichtganz" reply="5" id="3333553"]Truth be told magic damage is over the top at the moment.[/quote] Yep, that is the reason why the Warlock profession should be less powerful and why it is more difficult to reach high bonus damage

6 Replies 42,833 Views

After playing a few games i think that the swarm mechanic is amazing, because it adds another tactical element to the combat and it makes bigger armies much more useful. It is now very difficult to fight against an enemy army with a single hero and that is great. The increased usefulness of bigger armies makes the abilty of the Tarth (+ 3 Initiative and + 3 Attack) less useful, but the other abilities of the race are already very good.

37 Replies 173,841 Views

Yep, that is exactly the reason why i suggested this tree for the Assassin: https://forums.elementalgame.com/441609 and this tree for the Mage: https://forums.elementalgame.com/441558

5 Replies 7,890 Views

I think that the Path of the Assassin should look like this to make it more interesting: Dodge I (+ 7 Dodge) > Fast (+ 2 Initiative) > Dodge II (+ 8 Dodge) > Shadow Shift > Acrobat Precision I (+ 15 Accuracy) > True Strike > Precision II (+ 15 Accuracy) > Shadow Strike (50 % armor penetration) > Break Vital Strike I (+ 10 Crit. Chance / + 25 % Crit. Damage) > Eviscerate > Vital Strike II (+ 10 Crit. Chance / + 25 % Crit. Dam

1 Replies 6,559 Views

To make spells that inflict damage useful for Non-Warlocks the BASE DAMAGE of the spells should be increased by 25 % and the bonus of the Warlock profession should be reduced to 25 %.

6 Replies 42,833 Views

I think that the Path of the Mage should look like this to make it more interesting: Compassion > Summon Wisp > Summon Lightbringer Aeromancy > Summon Air Elemental > Thunder Rites* Geomancy > Summon Earth Elemental > Stone Rites* Hydromancy > Summon Ice Elemental > Frost Rites* Pyromancy > Summon Fire Elemental &gt

6 Replies 42,833 Views

[quote who="jshores" reply="12" id="3332983"] Just a buff icon above the head would probably be good enough, like the way defending used to display.[/quote] That is a very good idea. The icon should appear above the unit that is affected by the swarm mechanic and it could look like a broken armor.

37 Replies 173,841 Views

I think every starting tile should have always at least 1 Essence, because the player can use Ctrl-N, but the AI can not use it and has a disadvantage.

8 Replies 15,858 Views

Wow, that is an impressive changelog. I think playing the beta of Legendary Heroes will be amazing, but the number of paths should be reduced to 3, because: - Every path could have many different traits - Champions of the same path could have many different builds - One path (Assassin) could be powerful against single monsters and heroes - One path (Defender) could support other units - One path (Mage) could cast powerful spells - Every city typ

62 Replies 104,636 Views

Thank you very much for the great information. I think Legendary Heroes looks very interesting, but i noticed two strange things: The Path of the Commander is a huge mistake in my opinion, because now we have two paths that deal damage (Assassin and Warrior), two paths that support other units (Commander and Defender) and one path that casts powerful spells (Mage). I think it would be better to keep the Governor, add another arcane path or reduce the number of paths to 3 (Assassin, De

46 Replies 228,580 Views

I think this idea could be implemented if the Dragon Slayer trait (+ 10 attack against dragons) is replaced by the Hunter trait (+ 10 attack against non-humanoids) and that trait is avaible to units, too.

16 Replies 72,730 Views

Thank you very much for the nice video. I have noticed a few things: - The swarm ability looks very useful - Every starting location should have at least 1 Essence to improve the balance of the game - The Path of the Governor should stay as it is, but a governor should get xp every turn he is in a city - Shadowbolt is very useful, but not overpowered, because it is a ranged attack against a single target and costs mana

74 Replies 255,691 Views

[quote who="Frogboy" reply="18" id="3317699"] Quoting ntino, reply 18So you have just gone and thrown out unit movement speed out of the equation(dont see the point in a unit with 4 speed anymore as far as tactical battles go) Am I missing anything? It'll help against archers.[/quote] I guess that it will not help against archers, because if a unit with a movement of 3 can reach the archers in one turn a movement of 4 does not help the

34 Replies 80,309 Views

I think fighting against many weak units is boring, too. Winning with a single stack of doom should be very difficult, but fighting with a few stacks of doom should be the focus of the game, because every tactical battle will be important and it will be easier to balance the game. Perhaps it would help if an army always requires a hero as the leader, but scouts, pioneers and monsters should be able to travel alone.

10 Replies 10,417 Views

I think the Legendary Heroes expansion sounds amazing, because it changes many parts of the game that did not fit very good together. The way how champions will be recruited, the use of skill trees and the introduction of more tactical abilities are great changes. It is really sad that Legendary Hereos will require Steam even if you have purchased the non-Steam version of Fallen Enchantress. I think it is strange that there is only one spellcaster class (mage) in a magical wor

301 Replies 1,511,649 Views

Fallen Enchantress has, in my opinion, the huge problem that as soon as you change the core files the mod is not compatible with the next patch. That is the reason why i stopped working on my mod.

96 Replies 315,141 Views

[quote quoting="post"] Fixed an issue that could cause AI Sovereigns to get duplicate strength traits [/quote] It would be great if you could explain how you fixed it, because i think that AI heroes get other traits that can be only selected by trained units, too, and knowing how the fix works could help the modders.

45 Replies 48,143 Views

Why is it possible that AI heroes can select traits that can be only selected by trained units? Is there anywhere a xml script that tells the heroes which traits they can select at each level up?

4 Replies 3,175 Views

[quote who="jutetrea" reply="2" id="3271865"]Have you uploaded to modding library? https://forums.elementalgame.com/435776 [/quote] Thank you for the information. I did not know that the library existed and have uploaded the mod.

4 Replies 3,853 Views

Fallen Enchantress - Age of Heroes 1.01 Download here: https://rapidshare.com/files/3450468842/Fallen%20Enchantress%20Age%20of%20Heroes.rar Major Changes: Spellbooks are only available during the Sovereign creation. For example the first air book unlocks Aura of Grace, Evade, Guardian Wind, Haste

4 Replies 3,853 Views