What is making your heroes stall out at level 8? I'd never advise to quit the game, I just look at the things that need to be improved and if I can do it myself, well then I'll do it. It's not that hard to delve into and create your own custom world that functions the exact way you want it to. For example, if it is just your heroes are not gaining enough XP, put in a spell that autocasts at every battle and gives you 2 to 3 times the XP than normal. That usually does the trick for
parrottmath
I suggest they say Scarred regenerate at most 1 hp per season, regardless of other factors.
Have you played it without the XP split, or is this all hypothetical? You can mod the game to force an XP to be more linear, by granting a spell that is autocasted by every champion at the beginning of the battle. It would raise the bonus by a certain amount with only 1 unit, but with 2 it doubles that bonus. This could be placed in the game to allow for a shallower XP split. One of the bigger factors is the less dynamic world around. It is a clean the land around me and boom I've got mys
Legendary Heroes is an improvement over the other game. You would be missing on the campaign from the previous game, also different mechnics regarding heroes and champion level ups, but in essence you are receiving the same game by purchasing Legendary Heroes. Also, if you read the forums, you will find a vareity posts of saying that this is a far better version than FE, and I tend to agree with them.
The cuprit to this problem is the spell it to which it refers Unit UnlockCombatAbility
[quote who="BernieTime" reply="97" id="3352976"]Not to say there shouldn't be a few more ways to reduce unrest. Again, in the Tech Tree, nothing in the Entertainment tier reduces Unrest? Wtf Stardock?[/quote] Growing up near Los Angeles, the entertainment from the staple center caused more riots than reduced... ;)
[quote who="mqpiffle" reply="95" id="3352944"] Quoting Chaosti, reply 94First, I'm finding the main issue to be unrest and large nations. You can mitigate unrest with champions, spells, resources, and city level-ups, among other things.[/quote] Let us not forget apiaries and other city bonuses cause empire wide unrest reduction as well.
On the customize sovereign screen they have options to select metal color on a bunch of objects. This color has an effect on all the items except the rusty short sword (and the two newly added staves). Also, the position of the hand holding the incineration or ice staff under the Wizard animation looks off (holding the staff too high). It would be alright it these were wands, but the staff goes way too far down. The wary animation... I think it needs to be re-examined.
[quote who="Lord Reliant" reply="2" id="3352597"] Must be calculating the hero's party differently somehow. Should be the same, though. Would be interesting to see if the presence of a hero affects this or not.[/quote] Yes, it is calculating per unit on your party. If you remove your hero it would read 6 vs. 5. Even if you attack an enemy sovereign it will still read number of units on your side versus the number of stacks on the other.
[quote who="BlackRainZ" reply="13" id="3352499"] Parrot, what code specifically hides something if you do not have the prereqs for it>>>>[/quote] I don't know of a specifc code that hides an ability when you do not have the pre-requisites for it. They have been changing the process of hidden abilities. Most of the hidden abilities come from player specific abilities (not the character based abilities). Like Masterwork chainmail and such.
I've gotten things to show up only on the path screen. Depending on your pre-reqs will depend on what screen it will show up in. I'm not sure about custom paths as I haven't made them, but I did set up an ability that can only be chosen after you have reached level 38, and prevents all XP from being gained there after. Available as a Master Assassin, Master Warrior and such. There were some glitches in the ability itself and thus I didn't post it. You just need the pre
I think with the swarm mechanic in place, that the small army is not a very good bonus. Easily overwhelmed defeating the purpose or even the extra strength of the attack bonus. I think it should include an immune to swarm effect, or swarm effect reduced by 50%. That way it is completely viable to run a small army. I do believe that is the purpose of the double strike, so each unit may count as 2 in a pinch, but the Tarth bonus is not enough to combat the swarm bonus against them
Playing the game I like to see the numbers and see the numbers make sense... One shouuld count both sides the same. Either the count is 3 vs. 5, or the count is 7 vs. 17. The counts really shouldn't be mixed as it is right now. My suggestions if you do use the 7 vs. 17 method, then the tool tip from each of the highlighted units should in
[quote who="Alstein" reply="43" id="3352194"]2) Give them the Athican Leather armor instead of Altar. They could use it more.[/quote] I would instead give them gladiator armor. It would fit the lore.
There are a series of bugs that I have temporary fixes for that should be looked at. https://forums.elementalgame.com/443195/page/1/#3350383 (Treasury Vault Calculation Error) https://forums.elementalgame.com/443192/page/1/#3350380 (Hosten's Library Description Typo) <a href="https://forums.elementalgame.com/443594/pa
Generally it is under (for 64 bit) C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English find the coreunit.xml For 32 bit OS C:\Program Files\Steam\steamapps\common\FE Legendary Heroes\data\English
[quote who="fenwe" reply="10" id="3351567"] Quoting parrottmath, reply 7 Basically we should for each building add a cost to raze it... most of the time the cost is free, but for some buildings it will have a cost equivalent to the bonus received... allowing obviously for negative values in our resources. I'm razing cities because the way that the game is setup currently, if you haven't pretty much planned to be a conqueror from the start, all it does is ruin yo
I'm with heavenfall on this one. I'd prefer not to change the core files.
I should make a note that whenever a new version of LH comes out these fix files should be removed, to ensure complete compatibility.
It is referencing a non-existent GoodieHut...looks like they are updating the goodiehuts
It was mentioned here with the fix. https://forums.elementalgame.com/443585/page/1/ But I'll post the fix again. Okay I looked through the files and saw that the head on the generic slave has been set to K_Male_Head_03 But under the CoreClothes the model K_Male_Head_03 does not support the SlaveMale unit type. That is actually the scion head instead. Here is a fix for those that need to h
It could be a variable cost depending on the target units level. In fact, one could probably set it up to cost variable amount based on several aspects about the target unit.
Okay, soooo you may also have to add the line 1 as well.
There is an issue with the defined staff. When they did the new upgrade system they have Weapon MagicStaff
There is no reward for that quest in particular. I think that fame should be added if you fight the ogre.