In my mod I am moving most tactical health regeneration over to a 10 round timer, ie it stops working after the unit has acted 10 times. It doesn't remove the problem with units filling up health by idling in easy battles, but it should put a stop to those who use it to build super-high initiative units that go in, fight, then retreat and kite until they are full health again.
Heavenfall
[quote who="sweatyboatman" reply="13" id="3237498"]Upgrade costs should reflect the cost of the stuff being upgraded. Period. Making higher level units pay more for the same equipment is gibberish and leads to completely unintuitive prices. Applying a multiplier to upgrade costs based on unit level only makes sense if there's some advantage to having poorly equipped units (like they leveled faster). But that is not the case, the opposite is true (A more expens
[quote who="ddd888" reply="2" id="3237471"]thats too bad and i suspect calculations arent working into traits right? any way i can give a dynamic buff with a trait ? or can i have a trait giving a buff to the unit at all? [/quote] When I tried putting calculations way back in the day in traits, they only ran once - at the time the unit was created. You can hav
After Before
Well, I just think it's a different approach. You are sort of forcing the player into using magic. With the current system, we have to consider if we want to use it in the future, or use it now. That's something that is lost with your system, because it has limited room to store mana. As I said, not really a worse system but not better either - just different.
Afaik calculations are reset when the modifier ends. Afaik you cannot use calculations on anything except value.
It is far more valuable to have a unit with high level gain the bonus instead of a fresh unit. The upgrade system, as you said, is probably meant to give an incentive to keep your troops around for a long time. That doesn't mean they can sit on their asses. If you take the time to level your units like you level your heroes, you'll find that upgrading them is better than rushing new units. Look at the screenshot! The rider unit is level 11! Upgrade that gear and you'll get a unit
Yes, therefore there are two big incentives to do exactly that. See my previous post.
It does make sense, because you can upgrade a level 10 unit or you can rush a level 1 unit. Clearly the level 10 unit is going to be far more powerful than having an extra level 1 unit. In addition, your cost for metal is greatly reduced - if you rushed a level 1 unit with light plate you'd still need to pay 12*5 metal. The costs aren't balanced for upgrading a level 1 unit vs rushing a level 1 unit.
Just a small update. Me and seanw3 have agreed to postpone the release of this mod. The original plan was to have it fully developed and ready for release for FE's "gold" version release. However, given the large issues with balance between game elements that are still being addressed in patches, we haven't been able to start our own work on balancing these Goetia summons. Therefore the release of this mod will probably not occur until after FE has been released.
[quote who="Murteas" reply="84" id="3237158"] So this leads to a really good question, how should I do modded units. Currently I pre-populate the lists with the information from the game directories. I do leave the fields editable so you can type in the unit names, item names, etc, but it would be cool to be able to have all the units (vanilla & modded) show up in the encounter list for example. Any thoughts on this?[/quote] I don't think it&
I'm working on some unique units for the Stormworld_Expandedfactions now. Then I'm going to use your quest editor to build a bunch of quests using them! Good times all around. I think a pdf would be fine, a video going through all this and how it ends up in-game would be rather long to watch.
I agree! These quests are very easy for a huge reward so early in the game. Having a choice of what to pick - while cool - makes the rewards even more valuable because I can tailor it to what I think is better. Seriously, I often don't have to do anything in that rat quest. The encounter is a chance or something. Sometimes there's a corpse spider there (a very difficult foe) but sometimes I can just collect the club for doing a bit of light travelling.
I'm not sure if it could be modded in. As for having it as a feature in the un-modded game, I think it really is just a "different" design decision. I mean not better, not worse, just different.
We will! [e digicons]:beer:[/e]
I would personally rate the Gnomes as the strongest faction right now. They don't really have a weakness because their lack of magic is made up by being magic resistant. They have an implied weakness against Oversized enemies but those are rarely something a player can create (Frost Giants can with mounted units). Having an Armorer sovereign and access to Light Plate is a killer combination.
The specific bug encountered here is that an army with a champion would sometimes be unable to enter goodiehuts or quests. What you are describing is important, but a separate issue. Derek Paxton has commented that multiple armies on the same tile is one of the large things they'll likely be fixing after release.
I edited the original post so things that are said to be coming are with strike-through text. Hopefully the other things can get some attention as well.
In my modded games, BattleAutoCastSpell is causing similar issues. I'm not saying that it is a mod issue, but you devs may want to look for an explanation there.
+1 Initiative may be roughly +5% in power for a 20-initiative hero. Quick (+1 ini) also potentially allows you to choose Fast (+2 ini) which in turn may allow you to choose Graceful (another +2 ini and cannot be knocked prone). Those initiative bonuses may start to look very appealing if you are a caster, a ranged attack hero or a hero using slow weapons such as maces.
I tried to reproduce this in-game but it did not always happen. What I had to do was follow these steps. 1. Create an army with a champion and a summoned creature. The champion leads it at this point. 2. Move in your sovereign to the army. SOMETIMES the game will display the order of units like this: Note that this does not always occur - sometimes the order will be sovereign - cha
See post below, better explanation.
[quote]We do want players who have invested in their champions to be able to win epic battles, single handedly.[/quote] I want to quote this bit because it is important. Note Frogboy says "players who have INVESTED in their champions". Currently, there is no trade-off for making uber champions because you do not need to invest in them. Hopefully, this means champions will be more (but not completely!) dependant on the advancement of your faction, expressed through Research (to unlock
Imho, RPS usually knows what they're talking about. It's the only review site I read nowadays. You can usually tell from their reviews that they are 1) real, actual gamers (not just pretending) and 2) that they actually played the game and hold it up for its own scrutiny without overbearing comparisons to other games. That is to say that just because another game in the genre had one fun mechanic doesn't mean the next game has to have the same fun mechanic or "suck" because of tha
E:wom has about an hour or two of buggy campaign for you to play. If playing the beginning of a story is your thing I'd recommend playing that (note - you only get to play the beginning, not the middle or the end of whatever story they were going for). As for FE, it is a far superior game but we do not yet have access to the campaign. We only have sandbox which has no specific story. Since we don't have access to the campaign in FE it is impossible to say if you are "missing"