Heavenfall

Heavenfall

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

[quote]Cannot see how many armies are in a tile: is there any reason not to limit the total amount of armies to 1 per tile? Don't move into defeated armies tile after offensive battle[/quote] These two are probably connected. Logically, you should not be moving into a tile unless it is empty of enemies. Because they don't have that system in place where only 1 army can occupy a tile, they aren't moving the army into it.

3 Replies 8,778 Views

I don't understand what you mean. I didn't say I wanted rarity to be a percentage anywhere. Assume a game has 4 huts with 50 rarity and 1 hut with 25 rarity. What I want: Game rolls one number between 1 and 225 for the range below: 1-50 first hut 51-100 second hut 101-150 third hut 151-200 fourth hut 201-225 fifth hut In other words, a rarity 25 hut is exactly half as likely to appear as another rarity 50 hut. <hr /

23 Replies 11,507 Views

Derek Paxton, can you please check that Rarity is working as you think it does? This was an issue back in E:wom and it may have been carried over to FE. In E:wom, rarity functioned like this: Each eligible hut/resource rolled a number between 1 and its rarity. The highest roll won. In beta 4 (I think) you changed many monster lairs to 25 instead of 50 . If the E:wom system is still intact, these are now EXTREMELY unlikel

23 Replies 11,507 Views

I don't think guides is possible with such a random trait system. But level-up traits should definitely be put into AI categories like "spell caster", "melee offense", "tank mode" and so on. Then the hero can follow those to become useful. Also tells them what gear they ought to go for on those heroes.

7 Replies 5,864 Views

If anyone has any feedback on the factions now is the time to lay that on me. I'm happy with where they are right now which means they'll be more or less locked down after this.

1,118 Replies 2,456,939 Views

Stormworld Undead have a spell called Endless Resurrection which can be used on any champion with 3 or more injuries, removes them and renders the target immune to any further injuries. After that, hero gains 50% less experience and can't learn any more spell traits. Oh and it drains one death shard power as well.

27 Replies 24,694 Views

Enemy champions seem to get a shit-ton of injuries in this version. I think the Ai hasn't been adapted for the reduced hitpoints.

1 Replies 4,236 Views

If you polish up the bugs, of which there are plenty, and fix the UI issues, of which there are a few but important ones, you have an excellent game. Mechanics, content, lore/immersion. That the AI needs work with macro strategy is no surprise as the game has continuously changed up until now.

195 Replies 784,962 Views

Yeah, this really doesn't make any sense. The best way (according to traditional fantasy lore anyway) to cast spells is standing still with a robe and maybe a staff, chanting some evil shit. Not kiting enemies around the battlefield while wearing plate armor on a +6 initiative warg with a +4 initiative dagger.

12 Replies 2,851 Views

I would like to see something a little bit more aggressive than a boring mana cost. For example, the hero loses a random trait in addition to having one random injury removed. This means his/her essence is weakened, his/her potential diminished. Maybe they'll even lose a Spellbook, or even worse a Path. If possible it could always be the latest trait selected at level-up. These things, of course, have great impact on the hero's future development. Other ways could be stuff lik

17 Replies 16,356 Views

Yeah, there's a small difference with some sounds on male units that were removed. There's no other data changes. There may be differences in the .exe file though (it looks like it).

10 Replies 6,087 Views

Scouts have Stealthy, which makes monsters much less likely to attack them. As for why the scouts are standing there, that is surely a bug.

1 Replies 863 Views