[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.
Heavenfall
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 /
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
Now that you mention it, there are a lot of monsters that aren't present any more (or like extremely rare compared to others). Fire shrills? Naja? Obsidian Golems? Shrill lords? Air elementals? Crag spawns? Earth shrills? Meanwhile, I'm drowning in Ophidians.
As intended, check the changelog.
In E:wom accuracy and dodge both rolled a random number between 1 and itself. The highest roll won.
It is needed, frost giant army units get slightly different mounts than heroes do in the shop.
I don't know how to do something like this.
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.
None of the bugs I reported on the list ;(
In addition to getting all lost units back, all friendly units involved in the combat are fully healed.
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.
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.
You do more damage just throwing a rock from the ground.
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.
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.
@ devs this occurs when the target is riding a warg.
It's write only (write once), which is why it's for archives and such only.
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.
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
It usually pays off to build unrest reduction improvements. If you can get a Prison that's even better for your gildar income. I haven't played much with the new build so I can't comment on it.
You mean before the change? No, I managed on income from monster fights and selling items right up until the "mid-game" when it becomes beneficial to start rushing slow-developing cities. Then I'd usually bump it up to "low" but never above that.
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).
When this happens, upload a save of the game. The problem is much harder to solve without those, bordering on impossible.
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.