Yeah, that is sadly true for all core files and your adding a control in game for said file that checks if such file exists in mods folder and uses that one instead of the original one would make modding much easier.
Wizard1200
[quote who="Azunai_" reply="10" id="3340755"]the main trait line for damage - lethal 1-3 seems ok, but the effects are pretty weak. instead of removing letal 4 & 5, you should have removed the lowest 2 ranks (so basically you'd get 3+4+5 damage). later in the tree, another trait that adds 1 att/level would be nice; the axe/bruiser/impale/sword lines are ok, but to make them more interesting, each of them could unlock passive effects - so even if you have axeman 1/2, y
[quote who="bpalczewski" reply="7" id="3340682"]Really? My late level cavalry has over 200 attack, goes first into an action, and covers entire field of a battle. How can melee hero having attack of 30 and meager hp can compete with this? [/quote] I meant the hit points of other heroes and not other units. You are right, that units with the impulsive trait are very powerful at the moment and i think that the impulsive trait should be replaced by an initiative bon
[quote who="bpalczewski" reply="5" id="3340637"]Second, at level 20 heroes should be able to fight dragons face to face. i am not sure how you want to do it with a total bonus of +15, unless weapon is like +50 (and then skills are useless) . I think bare handed hero of lvl 20 should have around 50 attack (all the more that you can find enemies having over 100 attack, and normal 4-turns mid-game Jaggers have around 60 attack).[/quote] Hmmm, if warriors would have an attack of around 50
[quote who="tesb" reply="1" id="3340626"]i agree, imho warrior and defender could be merged and useless traits could be removed.[/quote] Yes, i think that the warrior and the defender should be merged, too, and the commander traits should be in the general traits. [quote quoting="post"]16 (pike) + 3 (warrior) + 6 ('1+2+3' from skill tree). This means that he has only +9 bonus to attack. I think bonuses from skills should be +3/6/9, at least, or in truth +5/10/15. Warri
Are there any plans to change the trees of the assassin, commander, defender and mage, too? I think the path of the commander is currently one of the most powerful and most boring paths, because the stat increasements are only passive. It would be better to make them active abilities like Command or Battle Cry.
Yeah, that is exactly how the warrior tree should work. Following your example the mage tree could work like this: Compassion > Summon Wisp > Summon Lightbringer Prodigy (+ 15) > Dispel Magic (tactical) > Mana Shield Aeromancy (- 25 % mana cost) > Summon Air Elemental Geomancy (- 25 % mana cost) > Summon Earth Elemental
[quote who="mqpiffle" reply="59" id="3339742"]Can't say that I agree with you here. If traits like these are introduced for units, they should require quite a bit of production time. I happen to really like the bloodthirsty trait. It's especially synergistic with Tarth or Urxen Blood traits.[/quote] If i remember it correctly the bloodthirsty trait has a very high production time (20 ?), too, and i think that the trait synergizes with everything, because
[quote who="Derek Paxton" reply="51" id="3339499"]The first problem is that there are no damage types, so anything set to upgrade to upgrade to the best available blunt or cutting damage didn't do anything. But the bigger issue was that the highest damage is not longer the best indicator for what you want your units weapon to do.[/quote] Many unit or hero traits (Veteran, ...) are too weak and should be either removed or improved. Units should be able to select the Axeman (+
[quote who="parrottmath" reply="27" id="3339246"]I know, but it still seems odd. Another way of accomplishing this is to put it at you can only have a certain number of henchmen at a particular fame level. You can only have 1 henchman at 50 fame. Fame doesn't go away when you train the henchman, but you also don't get to train any more than 1. At 100 fame you can train 2 henchmen. If one dies, then you can replace him with no extra cost, but you are still limited on henchmen. Even if
[quote who="OliverFA_306" reply="9" id="3339249"]I know I am getting a little repetitive with this, but limiting the choices at each level up while keeping the tree is the option that I thing is the best one. Say that there are 8 available traits, but only 4 at random can be chosen. This would combine predictiveness with randomness at a fair mix.[/quote] A little randomization is very nice, but the core functions of a path (mage: damage dealer or summoner, assassin: melee or ranged, .
I think Rain of Arrows is very good balanced, because non-mage heroes are useful against groups of units, but every item that scales with the level is unbalanced, because the damage is too low at low levels and too high at high levels.
[quote quoting="post"]Instead of the current system, I propose that qualities of heroes cost different amounts of Fame. This will let players pick heroes when they want them, and spend an according number of points to adjust the quality of hero available.[/quote] There could be "shop" where you can buy a random selection of champions, magical items and xp books with fame.
[quote who="Takkik" reply="95" id="3339052"]I'm agree with other that min/max isn't fun but you're forced into if you want your heroes to be usefull.[/quote] I love min/maxing, but the difference between a normal build and a min/max build should be smaller. This would make the AI heroes stronger, too, because they are no min/max builds.
[quote who="Trojasmic" reply="7" id="3338683"]The spear mechanic is a VERY FUN mechanic. Please DO NOT CHANGE or NERF it. If you must change it, you may augment it with a BONUS vs. MOUNTED.[/quote] Yep, the new weapon abilities are great and make the tactical combat much more fun.
[quote who="N1ghthavvk" reply="91" id="3338973"]Interesting point Wizard12, but that does require very specific points in both sovereign creation AND leveling. And if this is the only way to make it worthwhile having a hero along with your army it really doesn't enhance the gameplay.[/quote] Yes, the difference between a normal hero and a min/max hero is huge in Legendary Heroes and i think the difference should be much smaller, because it would make it much easier to create a bal
[quote who="ampoliros5" reply="89" id="3338938"]Exactly! The Champions are pointless as they are now. I would settle for a Champion to be equal to the at-this-time-in-the-game-top-of-the-line-trained-unit-group and the Sov being Mr. Stomp. This is a fantasy world after all, Heroes are supposed to be larger than life in fantasy, and with a title like Legendary Heroes, I would expect the Heroes to be larger than life.[/quote] With right spells a hero is very powerful a
[quote who="Lokitako" reply="82" id="3338396"]Sovereign (assassin): 22 Life Mage: 20 (this one got most of the xp spells) Troll dude: 14 Cat dude: 14 Defender: 15 Fire Mage: 16 (second on the list of xp spell usage) Warrior: 16 Earth mage: 14[/quote] I think that all these heroes are legendary, because at every level you can select exactly the trait you want and with 14+ levels the heroes are much more powerf
Thunderstrike is very useful as a teleport spell, but with the new Assassin and Defender teleport abilities the mana cost of Thunderstrike should be reduced slightly. Storm is very powerful IF you are fighting against a single enemy and have the Warlock profession and the Evoker traits. In that case Storm inflicts 50 points of damage with 1 shard (20 + 4 + 50 % + 60 %). The problem is that many spells are too weak if you do not have the Warlock profession and the Evoker traits
[quote who="Frogboy" reply="38" id="3338135"]In tactical battle, I think you should be able to summon multiples. You could have each additional summon cost more mana than the last. I think that alone would make things funner. But I also think that the LEVEL of what gets summoned should be the same as the caster.[/quote] I think it would help if a hero could have one strategic summon of the same type (for example one Air Elemental) AND one tactic summon of the same typ
I think the problem is the Lucky trait and not Double Strike. The Lucky trait should increase Accuracy and Dodge by 15 and not 25 %.
[quote who="DsRaider" reply="1" id="3338194"]Alternatively you could get rid of it and give all units +20 WC, then add a new trait that give -20WC, and reduce the trait slots to 2.[/quote] I think that is a great suggestion, because it would be much easier to balance the traits with only two slots and the trait selection would be more difficult.
I think both spells should be in the mage tree and should be changed: Mana Shield: Your mana absorbs 50 % of the damage Mana Blast: Inflicts 10 + 3 per shard of any type points of damage
I think the initiative penalty of weapons should be reduced by 2 points and armors should have no initiative penalty, but the encumbrance should have the following penalties: 0 % - 33 %: None 34 % - 66 %: Initiative - 2 and Dodge - 15 67 % - 100 %: Initiative - 4 and Dodge - 30 To reduce the power of Dodge the Lucky trait should give + 15 Accuracy and + 15 Dodge instead of + 25 % Accuracy and + 25 % Dodge. The Acrobat trait should be removed and the Dodge trait
[quote who="thadianaphena" reply="7" id="3337608"]The prices are way off, one thing I am guilty of is carrying around 20-30 animal pelts and drops because Im too lazy to walk a unit home to shop, and when I do, I never find it beneficial "enough" to click "sell" a bunch of times to actually sell my crap. I realized after reading this post that all my heroes and villains carry a wagon of crap with them because I don't even bother selling it. I can walk over 20 goodie huts, 10 battles, and