Wildlands do not count as "monsters" they are a different faction and therefore immune to the effects of stealth.
parrottmath
When you say it disappears from the build window, is it your build que or the actual possible buildings to build. Clerics in particular require essence in the city in order to be built, and if you don't have essence they do not build.
[quote who="Publius of NV" reply="5" id="3360218"] Thanks, parrottmath. I had seen you mention that tag in another thread but didn't realize that it hid the entry in the tech tree as well as the Hiergamenon. I hope there's still time left to do something about this before release.[/quote] Simply put just call them Air Grave Altars Air Grave Shrines ... and so forth. This represents more of what you expect from these shrines any
The problem is the tag 1 But the problem of removing this tag results in an Air Shrine duplicate entry in the Hiergamenon. I recommend that this information is too valuable not to show it. Thus, a renaming of all of Resolyns Shrines and Altars might be in order. For example, Binding Air Altar --- Air Blood Altar --- Air Grave Altar --- Some sort of adjective that gives resolyn a special named it
Derek did you get the river fixes for the other custom-maps? https://forums.elementalgame.com/444583/page/1/
The armor limitation in the game was dictated by encumberance. Given a poor implementation of the encumberance stat, they opted to remove that stat and that left a hole for armor. Armor should be a limited to particular stronger "classes" and particular "weaker" classes should be limited. Thus, was born the Armor proficiency and the chain armor proficiency, and the plate armor proficiency. I will not debate the merits of either system, just pointing out the overall change and to why i
[quote who="joeball123" reply="7" id="3360041"]- Militia. Is there a good reason to use these guys instead of spearmen (either custom or default design)?[/quote] I use these guys all the time. It's a nice bash unit in the beginning of the game. So yeah I use the militia as a mainstay for early game. [quote who="joeball123" reply="7" id="3360041"]- The equipment shop for champions. Leather armor is about the last stuff you can buy there that isn't exorbitantly over
that is why I made a `teleport` type spell allowing them to `fly` to locations on the battle field. Similar to blink. Basically gives you the ability to fly then attack, it has a cool-down of something like 3 turns. To represent exertion of flying in the tactical scale. But it allows for that mobility the people are asking for. It also has a limited range of around 3 or so... don't quite remember what amount I did, but that is the only solution they can implement and if the AI could use i
The 15% reduction in accuracy is enough, in situations were it matters. This really implies that Maul will last exactly 6 turns at most (7 if you count the miss) in any situation (beyond prone). The title shouldn't say miss when the maul finishes at 6 when they are prone, it should say exhausted. In fact, after 6 consecutive attacks exhausted would be the appropriate term, because if it hasn't died after 6 attacks, I think it would be exhausted. Although, I&#
That is because it is only showing the strategic spell. Thus, the error is the fact that the strategic version of the spell has the incorrect description, because it doesn't heal within a 1 tile radius. So, actually it is an error that the wisp has that description :) good catch.
[quote who="NaytchSG" reply="9" id="3359949"]Any chance the Death Ward spell can be applied to a non-champion unit like Mausolos can do as an ability? [/quote] The tactical version of deathward applies to any friendly unit. (not sure if that is an error, but there you go) Also, when summoning a grave elemental in tatical, the units around the summons get deathward for 5 turns.
Just so this is no longer a theoretical. I've checked this to be true. I leveled up a Troll to level 25 and made a juggernaut with a staff. Pull of the Earth and then attacked with Jugg with mall... The 137HP troll, got hit for 6-8 hitpoints each hit until it died. Soooo... what this does say is that the OP is correct in that Maul vs. Prone equals certain death. Thus, anyone playing Yithril, now has a very leathal combo. It is a good thing that if a target is immune to damage
Added some new icons for the Elemental Quest Master. I've fixed a few bugs. Tested out a rather unique quest... I think people will like the fact that a single quest can have a RANDOM encounter ; ) (It's not 4 quests that look the same, just 1 quest)
Now, if you have an attack penatly of 100% does that mean you actually hit?
Read the description on the Sythe. It suggests that you remember nothing from the battle. Thus, you lose all experience whenever you use the Sythe. Although, if you have XP bonuses it doesn't remove all the XP then, it is a simple subtraction.
[quote who="cwg9" reply="1" id="3359843"] Hip hip hooray!! Thanks for doing this, the river issues were really irritating.[/quote] No problem and that is how I felt about the river issues. The only river issues that I cannot figure out how to fix is with two stamps The wildlands stamp Lord of Winter and wildlands stamp Curgens Tomb. The problem there is under the random generation and how they stitch together the stamps. There is an overlap that occur
You need to be logged in for the discount to appear.
So, I went through for the past couple hours fixing errors in the Custom-Maps that come with the game. There were phantom rivers and there were other non-rivers. Through the process I've edited the river data (similar to the Anthys War Map). I'm sending the data directly to Derek (hopefully he implements it before the game ships). Given some of these maps were given in error, I have removed all map files relating to these files from my computer. So, unless they ha
Now the river slag in the picture is held still correctly the entire 3 seasons. The 1st season The second season. </
It is the size of the group problem. The number of units in the stack reduce the duration too much in each stack. I've got pictures for you: Spider 1st season The second season for the spiders <img src="https://dl.dropb
Trojasmic is not going crazy ;) Here are a few screenshots looking at darklings and the tremor spell. Now I know what you're going to say is that that is not the tremor spell in the game you modded it... well yes I did mod the spell, and gave each of the durations 4 to see if that would put a stop to the problem... it didn't as you see below. Two consecutive seasons. </p
I think this game is great and has a lot of modding capabilities (the main reason I was able to provide the fixes, I was able to provide). Good to see this game shape up and become a very nice addition to the elemental game series. I too dream of becoming a game designer, glad to see that dream of yours fulfilled. Great work!
Do you want the fixes for the broken rivers on all the custom maps as well? Looks like a lot of my fixes ;)
[quote who="Derek Paxton" reply="9" id="3356180"]Either way we switch it isn't ideal in the other case. The possible solutions for this are: 1. Keep it as is (which can be confusing understanding exactly what the traits do in the unit screen. 2. Extend the descriptions as Mqpiffle suggests "Ignores 20% (75% total) of the victim's defense" which could be confusing in the trait tree (for casual players who havent read this thread and understand what it is trying to tell them).
[quote who="N1ghthavvk" reply="86" id="3359697"]Will 0.92 be the release version?[/quote] They have another version .95 going about right now (not released to us). They included several small fixes. There are a few more touchups to be made. The coreRandom files have some errors in them. They refer to items that don't actually exist in the game (AmuletOfStrength) and (Scroll_Life), they also refer to a champion that is not in the units folder (Champion_Wilbur) -- that was also an e