And the dragons.
Heavenfall
I forgot to change the mounts, please download version V again if you did already.
Uploaded version V for 0.982 One big change, Sovereigns now count as Champions as well (everyone with isSovereign now has isChampion). Previously, a hero was either champion or sovereign. The change is necessary because the game now has functions to deal extra damage against "Champions". The game does not distinguish between Champions and Sovereigns like this mod does, in the vanilla game a Sovereign and a Champion both count as Champions. In addition, Henchmen are treated as
I'll admit I haven't actually tested this in game but bear with me. In 0.982 you added several ways to specifically damage champions, such as weapons and traits that deal extra damage to them. To make this possible you added Champion to all champions and sovereigns. However, the XML was not added to Henchmen. So is a Henchman a champion or not? It is immortal like champions, it has its own inventory like champions, it gets to ch
Poison resist only stops damage, not debuff. If you have 100 Poison resist, you should take no damage from those abilities. If you do, that's a bug.
I think saying just "up to" is enough. I mean it is really obvious that tax affects your income of gildar.
I usually get a 2nd fortress with high production that only pumps out no-metal and no-crystal units. First three cities: high grain is town, high essence is conclave, high materials is fortress.
I'm more likely to reroll a great start than a bad one. I want a balanced start, not super-easy and not top bad.
Dodge is getting rebalanced in 0.982. You are right that this is a problem, although I don't agree that min and max levels are needed if the game is properly balanced.
A lot of strategic spells are very useful overall, basically in every situation. Tactical spells I feel vary greatly from spells to spells and situation to situation. A spell like Fireball or Blizzard is great when attacking cities, not so good when fighting slags or dragons.
And this ! <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAIAAAAlC+aJAAAQI0lEQVRogdWaaVRTWbbH+VBr9Vu9rOVQWl1PCqtKWxwQHACxVJ6AIIRACGGGMIUxMgSDTAkhBgIyNWEyQZRBECKFgAFEKAUDKAHRRgwGZVBmlAAhkBACJOd9oJ6VBqSC1a28/XGfvff5/1buPefcfaIA/p+bwpcW8GdtQwNMT0/X19fT6fSSkhIOh7NqzAYFGB4ezsvLIxKJAf9nBALhypUri4uLyyI3HACfzy8oKAgPD3dxcXF0dLx9+3ZnZ2dLSwsWiw0ODr527dqy+I0FUFdXFxMTg0aj7e3ta2trZYckEomvry8Siezr65P1bxQALpdLo9FCQkKgUGhBQYFEIlkZ8/z5c0tLy2U/woYAaGxsJJPJSCQSi8WOjo5+LGxmZsbKyiogIEDW+Y
I think for the sake of making it a significant investment into heroes, it'd be better to have no chance at all in the start, then have buildings with a chance to remove injuries at around mid-game (if the player focuses in that direction). Otherwise you still get a chance to remove injuries even if you don't invest into that sort of stuff (yes it's smaller, but it's still there). If the devs are not into having a chance, these buildings could be building up a resource
I'm stealing this <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAKOmlDQ1BQaG90b3Nob3AgSUNDIHByb2ZpbGUAAHicnZZ3VFTXFofPvXd6oc0wFClD770NIL03qdJEYZgZYCgDDjM0sSGiAhFFRAQVQYIiBoyGIrEiioWAYMEekCCgxGAUUVF5M7JWdOXlvZeX3x9nfWufvfc9Z+991roAkLz9ubx0WAqANJ6AH+LlSo+MiqZj+wEM8AADzABgsjIzAkI9w4BIPh5u9EyRE/giCIA3d8QrADeNvIPodPD/SZqVwReI0gSJ2ILNyWSJuFDEqdmCDLF9RsTU+BQxwygx80UHFLG8mBMX2fCzzyI7i5mdxmOLWHzmDHYaW8w9It6aJeSIGPEXcVEWl5Mt4lsi1kwVpnFF/FYcm8ZhZgKAIontAg4rScSmIibxw0L
I tested if the bugs were still active and they are. Overwriting all CoreWeapons, CoreArmor and CoreItems from outside the core file causes massive issues with random loot from monsters.
[quote who="DsRaider" reply="130" id="3242267"]One idea that occurs to me is to make champions have to be respawned via the build queue upon death. With higher level ones requiring more production. Thus you would need high level cities for high level champions, although only if they die.[/quote] Interesting idea. One issue is that the production is quite dynamic, so a player could for example micro-manage the spells cast on the city like set in stone and enchanted hammers to temporari
A custom faction with the Binding trait will be unable to train spiders unless the race is Resoln. The reason is because the spiders have this XML [quote] 1 [/quote] and mirrored in the racetype of course [quote] Unit_BoundHarridan Unit_Bound
[e digicons]:')[/e]
How bout all yall haters go find your own thread to hate in? I don't think it's polite to throw dirt in a thread that is meant to mark a big occasion for Stardock. If you want to discuss game balance or even other games there are much better places and threads to do that.
Just a bit of clarification on what influence does. In addition to the mentioned henchmen/kraxis bonuses, Influence is also used to purchase monster recruitment centers (trolls, ogres, dragons and so on). The second purpose of influence appears to be diplomacy, and this is actually a rather important bit because (as you say) the AI values it greatly. So influence is indeed intended to work as a sort of symbol for diplomatic leverage. In addition to being able to trade it for this purp
Imho, all city enchantments should be moved to spell levels 2. Some are just so good to start with. If you move them to 2, it forces the player to spend more customization points in an area if they want the enchantment from the start. In addition, the first champion you find will most likely not provide you with another enchantment. Speaking about design, they are simply available too early for too little cost.
jshores, I have edited request #2 to indicate that I could reach the same solution using your request instead. It really is a better idea altogether. However, your solution may require UI changes. It needs to treat an item that isn't meeting the requirements as an unequippable item. The item should not be equippable through any of the ways we equip stuff - the "item found" popup, the trade window or store window in various ways. If they don't add tolerance for this new prereq
Yeah, this makes sense. A small red X icon over custom faction selection in the custom sov screen would be enough (because it's a really small change that means its easy to implement - if you want lists and shit that makes it ten times harder).
I don't have a screen, but I had a 5/3/3 once. It was next to a river tile (bonus to food) and lodged between a crystal mine and a shard (3 essence ftw!). Unfortunately, I died to a darkling rider army before I could settle it.
Balance-wise I think it definitely belongs in Rare, those bonuses are really strong (although no type-specific defense vs blunt/cutting drags it down a bit).