[quote who="mqpiffle" reply="5" id="3356875"]Using the MODS folder is all but pointless and is unbelievably frustrating. Just mod the core files and be done with it. The fact that the devs refuse to clean up this one issue is fucking ridiculous.[/quote] Yeah, this makes modding the game really annoying and to make it worse you have to use Steam always in offline mode or your files are gone.
Wizard1200
[quote who="Anelyn" reply="34" id="3356870"]+50% atk is insane bonus, makes it clearing all the wolves / bears early game much safer, plus you can go for dangerous beasts earlier (like solo slags hunting etc). They don't have Beastlord, so they can't tame them, they kill em instead.[/quote] The attack bonus is strong yes, but getting those beasts as units is MUCH stronger and that should be the powerlevel of all professions, because the professions should be unique and powerfu
[quote who="Frogboy" reply="30" id="3356178"]What I do find fun is seeing how the decisions I've made strategic -- at the macro level -- affect how well I do in battle.[/quote] I think that the strategic part of LH should be improved, too, because there is not much choice at the macro level. Researching the civilization tree is always required, building every building in every city is always the best choice and outposts can be ignored, because they are too expensive and it is easy
[quote quoting="post"]Ward of Health increased to ++7 hp (from +5 hp)[/quote] Could please update the Hunters Bow? It has still an attack of 8 and an initiative penalty of 8, but the damage of all champion weapons should have been increased with one of the latest patches. The Hunter profession makes Tarth really weak. Why get + 50 % attack against beasts if you can tame them with Beastlord? Either Hunter should be removed (together with Veteran) or it should increase the attac
[quote who="bpalczewski" reply="16" id="3356654"]I cannot imagine a hero that can solo 9-troops 6-unit AI army in the late game on ridiculous ... Each of this troops has like 150+ attack, and if there are mages or archers hero is dead before he/she can do anything.[/quote] I think that is a problem of the expert+ difficulty settings, because the AI gets such huge bonuses that they break the balance of the game. In my opinion the game is ok on normal, challenging and hard and if the AI
[quote who="parrottmath" reply="16" id="3356532"]I would prefer the AI to utilize the move and then action.[/quote] Enemy archers are doing this already.
A few additional examples: Resolin: Wraith touch (inflicts 3 + 1 per level damage per unit and heals the caster, no mana cost, 3 turns cooldown) Death worship (unlocks bound elementals, unlocks the dirge of ceresa spell) Gilden: Guarded strike (inflicts 75 % of the damage and the unit remains in the defending stance, 3 turns cooldown) Mastersmiths (unlocks golems, the production cost of weapons and armors is reduced
[quote who="Anelyn" reply="10" id="3356431"]Would mind telling me on what difficulty setting are you playing and in what part of the game (early game, mid game, late game) this 3-8 turns vs enemies of similar or higher strength than your party happens?[/quote] I am playing on hard world difficulty and hard AI difficulty, because i do not like huge AI bonuses. The fights vs. enemies of similar or slightly higher strength get shorter from early to late game, because the spells and attac
[quote who="Anelyn" reply="10" id="3356428"]Wizard1200, your quote was referring to lowering the 5 turn cd on abilities to 3 turn cd on all abilities from your previous post - with which I do not agree (it's my opinion after all).[/quote] Oh ok, i misunderstood you.
[quote who="Anelyn" reply="8" id="3356426"]Am curious how comes your combat lasts only 3 turns. Heck I even have fights that go for up to 20-30 turns. The combat is interesting as it is for what the game wants the tactical phase to be, it doesn't need to transform into ability spam.[/quote] The combat in my games lasts 3 - 8 turns, because that is enough time to kill most enemies with attacks or spells. I think an "ability spam" is more interesting than using standard attacks ever
[quote who="Alstein" reply="7" id="3356407"]I have to agree that volcanic rites should be removed. I'd suggest instead that the mancys increase shard power of spells cast by +1 or +2 with a 2nd level. This will help with non-damage spells. Not sure I agree on the removal of spells from the mancys, but mancys should only have disciple of the appropiate element as a prereq. (I'm assuming this can be done)[/quote] Yeah, it would be better if aeromancy, geom
[quote who="Anelyn" reply="6" id="3356410"] Why do you feel 5 turns is not a decent cooldown? It helps to balance abilities easier since all share same cooldown. If you would give some 3 instead of 5 cd, we will argue until end of world which ones should deserve 3 turn cd and which 5, and some will end up more powerful than others.[/quote] I think all abilities should have a cooldown of 3 turns to use them more than once per combat and make the combat more interesting.
I think the faction should have ONE powerful blood ability and ONE powerful general ability. A few examples: Pariden: Soul spark (inflicts 3 + 1 per level lightning damage per unit, no mana cost, 3 turns cooldown) Enchanters (unlocks the arcane monolith spell, unocks ranged lightning staffs that improve the damage of lightning spells) Tarth: Double strike (two attacks with - 15 to accuracy, 3 turns cooldown) Scouts
[quote quoting="post"]Removed the cooldown from the Fire Shrills Embers ability Removed the cooldown from the Water Shrills Slow ability Removed the cooldown from the Air Shrills Static Blast ability[/quote] The removal of the cooldown is too much in my opinion. It would be better to keep the effects of their spells and reduce the cooldown to 3 turns. This cooldown should be apllied to all abilities to make them more useful. Please remove the spells from
I guess you mean tactical spells like Soul Spark, Flame Tongue, ... right? Yep, these spells should have the same cooldown as abilities and should cost no mana, but the tactical spells from the spellbooks are great if you use them with a mage.
Another option would be to give every faction the ability to train champions. In this case champions would work exactly like henchmen and would replace them. This would solve the xp problem and make the sovereign really unique, because he would be the only hero who can learn level 4 and 5 spells.
I think Familiars and Guardian Idols should have the following traits to make them more useful as spellcasters: - Affinity - Evoker II - Summoner II
What about: "Increases the armor penetration by 25 % per level of the trait"? [quote who="Azunai_" reply="11" id="3356188"]"Lethal III - adds +12 attack, replaces Lethal I and Lethal II"[/quote] That is a great suggestion.
[quote who="GFireflyE" reply="10" id="3356133"]They just need to remove the +1 attack and swarm will be perfect.[/quote] I think swarm should increase the attack by 10 % per adjacent attacker to make the mechanic useful at the full game. The counter to swarm should be shieldwall that increases the defense by 10 % per adjacent defender.
Thank you very much :)
Is it possible to mod the fame tresholds?
[quote who="Frogboy" reply="22" id="3355808"]If tactical battles is what you want to focus on, our games aren't really about that. The point of tactical battles is for players to see the results of their strategic choices. There are lots of good games out there that revolve around tactical battles. This game isn't one of them.[/quote] I am sorry, but in this case you wasted so much effort with the creation of the swarm mechanic, the weapon abilities, the
[quote who="tjashen" reply="12" id="3355710"]Because of the depth of detail in unit design, Elemental just cries out for a better combat system than we have now. So I hope that the designers will take note of this, and add this as an expansion pack or something.[/quote] That sounds very familiar :) WoM was on the right track, but was released too early, FE was much better and had so much potential, but was released too early and LH is much better and has so much potentia
[quote who="Anelyn" reply="38" id="3355257"]I don't like your implementation. If I play an Assassin and go for the critical damage line I don't want to wait 5 levels to get another increase while being forced to spend skill points on stuff I'm not really interested in. What this does is delay the specialization of a Hero forcing a more general path with which I do not agree. Heroes need to specialize. If I want to deal damage with my spells, I will pursue that line unti
[quote who="Derek Paxton" reply="31" id="3355230"]I like the idea of bringing the chain prereqs up but putting a level req on them. Im going to steal that. Thanks Alstein.[/quote] I think it would make all paths more interesting if you reduce the number of abilities and the number of prerequisites and use level requirements. A few examples: - Evoker I: + 25 % spell damage, level 3 - Evoker II: + 25 % spell damage, level 8 - Vital Strike I: + 10 crit