Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

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

145 Replies 93,245 Views

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

3 Replies 1,640 Views

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.

16 Replies 30,743 Views

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.

15 Replies 4,227 Views

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.

6 Replies 6,878 Views

And this ! <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAIAAAAlC+aJAAAQI0lEQVRogdWaaVRTWbbH+VBr9Vu9rOVQWl1PCqtKWxwQHACxVJ6AIIRACGGGMIUxMgSDTAkhBgIyNWEyQZRBECKFgAFEKAUDKAHRRgwGZVBmlAAhkBACJOd9oJ6VBqSC1a28/XGfvff5/1buPefcfaIA/p+bwpcW8GdtQwNMT0/X19fT6fSSkhIOh7NqzAYFGB4ezsvLIxKJAf9nBALhypUri4uLyyI3HACfzy8oKAgPD3dxcXF0dLx9+3ZnZ2dLSwsWiw0ODr527dqy+I0FUFdXFxMTg0aj7e3ta2trZYckEomvry8Siezr65P1bxQALpdLo9FCQkKgUGhBQYFEIlkZ8/z5c0tLy2U/woYAaGxsJJPJSCQSi8WOjo5+LGxmZsbKyiogIEDW+Y

12 Replies 55,616 Views

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

150 Replies 538,525 Views

I'm stealing this <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAYAAACqaXHeAAAKOmlDQ1BQaG90b3Nob3AgSUNDIHByb2ZpbGUAAHicnZZ3VFTXFofPvXd6oc0wFClD770NIL03qdJEYZgZYCgDDjM0sSGiAhFFRAQVQYIiBoyGIrEiioWAYMEekCCgxGAUUVF5M7JWdOXlvZeX3x9nfWufvfc9Z+991roAkLz9ubx0WAqANJ6AH+LlSo+MiqZj+wEM8AADzABgsjIzAkI9w4BIPh5u9EyRE/giCIA3d8QrADeNvIPodPD/SZqVwReI0gSJ2ILNyWSJuFDEqdmCDLF9RsTU+BQxwygx80UHFLG8mBMX2fCzzyI7i5mdxmOLWHzmDHYaW8w9It6aJeSIGPEXcVEWl5Mt4lsi1kwVpnFF/FYcm8ZhZgKAIontAg4rScSmIibxw0L

12 Replies 55,616 Views

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.

145 Replies 93,245 Views

[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

150 Replies 538,525 Views

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

24 Replies 29,939 Views

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.

17 Replies 4,434 Views

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

60 Replies 191,945 Views

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).

12 Replies 5,953 Views

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.

11 Replies 7,981 Views

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).

6 Replies 27,690 Views