Heavenfall

Heavenfall

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

See if you can steal something from seanw3's balance mod. Some great path ideas there. And he did say for people to cannibalize it.

7 Replies 6,956 Views

[quote who="Trojasmic" reply="89" id="3241641"] Quoting Heavenfall, reply 86Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed? HF, I think he just likes it when we re-post "Still not fixed" messages after the next patch.

158 Replies 60,089 Views

Warriors also naturally fill the role of combat commanders. A warrior survives by boosting the health of friendly units, or stuff like that.

7 Replies 6,956 Views

I agree, the magestaffs are very strong for a choice for trained units. On their own, 6 fire attack might not sound like a lot. But you add +3 fire, +1 fire amulet, also maybe some cold damage. Up their accuracy from a trait, and take +2 initiative. And suddenly you have some very strong ranged troops. The real downside isn't even fast enemies because AI just sticks to anything I put in their path. The real danger is enemy archers.

16 Replies 3,382 Views

[quote]Another notion that would entice champions to stay home and send out troops more is allowing their injuries to be healed if they remain stationed in a city for a certain number of turns (perhaps requiring a unique building as well).[/quote] This, imho, is an ideal solution if champions dying is going back on the table. Cities should be able to heal injuries for champions stationed there - maybe 1 per 15 turns, or maybe just a straight up 5% chance to remove a random trait. Low-

20 Replies 15,225 Views

One very simple "fix" is to increase the recuperation time for heroes when they do fall. Not only are they ineffective during this period, but it also puts a serious dent in their ability to progress. Dying champions is extremely problematic because it makes it very difficult to build a base of magic. Although it would certainly make the sovereigns stand out more, I can't help but feel that magic would be much less present in the game if this was the case. And if we are st

20 Replies 15,225 Views

Derek Paxton, honest question, are we supposed to bump bug reports that haven't been sorted? I see you posting in some support topics saying "Fixed", but those are bugs that were reported before. So if we posted something a few days ago and it hasn't been picked up, does that mean it's been missed?

158 Replies 60,089 Views

I think those spells are still crazy good as they are. Haste goes on any friendly unit for a very low cost of 5 mana. It is perfect at Air1 to cast for anyone who has it except archers (melee need to move and auto-defend anyway, might as well haste). Spellcasters can use them in longer battles for straight up ownage. As long as you have 1 more initiative than an enemy caster, there comes a time when you act twice before he acts again - that's a free cast without spell interruption. <

158 Replies 60,089 Views

I've seen this before as well. Scenario: I have 200 food (exactly) produced in a city. The city goes to 199 population then stops. Why? Because when Growth > Food remaining, the game stops the growth completely. So now I have a 200-food city capped at 199 population. Obviously 200 is an important number, because it is when a city levels up to level 3. They need to tune this capping of growth so that it is no

12 Replies 5,782 Views

Yeah, I am also concerned about wargs having such a big initiative bonus. A hero down at 14 or 16 ini (heavy armor, mace-wielder) would get a great bonus from a warg.

158 Replies 60,089 Views

If you are modifying the core game, like seanw3 is doing with his balance mod, it is far easier to do it in the installation directory. Not just "easier" but practically required. However, and there IS an "however", the problem with using this method is that the mod does not work with other mods. There can only be one copy of each file. The mod is not modular, it doesn't really work with other mods. Of course, if you're doing a balance mod this isn't much of an issue becau

9 Replies 3,301 Views

[quote who="Wizard1200" reply="6" id="3241324"] But the player and the AI choose the specialization at the Sovereign creation and not in the game. That is the reason why the randomness is such a huge problem. [/quote] No, they don't. It is perfectly possible to play a well-rounded sovereign. If you decide to specialize heavily into one area and then not get the right resources to support you, that's a calculated risk you chose to take.

23 Replies 29,568 Views

I'm really happy you are separating the magic tree from the warfare tree, it was pretty much exactly my complaint in an earlier thread. Now we can better determine long-term strategy depending on what we get for resources. I don't expect it to be balanced right off the bat, of course. I hope the AI will be able to make a similar decision based on its crystal/metal income. I have seen AI end up without any iron ores and they just go to leather/spears and then stall there foreve

158 Replies 60,089 Views

Morian - 12 Initiative Abeix - 12 Initiative Torax - 12 Initiative Delin - 12 Initiative Vetrar - 12 Initiative All these are way too low. The bosses look awesome when you see them on the strategic map - good graphics, nice surrounding, huge stats with interesting abilities. Then I go and fight them and it is a total disappointment. No counter-attacks, low initiative. I just grind away until they fall down.

0 Replies 846 Views
Reply to Throwing knives in FE Beta

The problem specifically is that the damage does not scale with the unit group size, but the cost of equipping them with it does. This makes it one of the worst items in the game to use on your unit designs.

18 Replies 8,186 Views

seanw3 has something like this in his mod.

20 Replies 5,056 Views

In addition to not getting any archers for building castles/forts, all wall upgrades for Fortresses claim that I get +2 Defender groups, but I only ever get one for building that improvement. This makes castles/forts extremely unappealing, because they say I get +3 units defending my city but I only actually get one.

3 Replies 1,200 Views