[quote who="seanw3" reply="50" id="3218077"]More to the kind that apparently killed Heavenfall's whole family[/quote]
Heavenfall
Mr. Paxton, there was a bug in earlier versions of FE where starting traits that unlocked abilities failed to do so for champions.
[quote who="ErikCurre" reply="32" id="3217900"]@Heavenfall: late game events caused by dominating could make sense if they fit well into the gameworld and the lore. Agreed, it would feel cheap if a bunch of dragons simply popped into existence for no reason. But what if there was some nice setup? Not sure if events can be chained together, but how about this: you get a pop-up explaining that there is an ancient evil waking in the land, and a crumbling mountain stronghold once thought dead and
It may be a case of the ogres settling where there was magic.
Perhaps someone can help me with the name of this series/book. I read it when I was a lot younger and I don't remember much, but what I do remember is that the central part of the book was that the characters were dying and being reborn. You followed them quite literally across many lifespans. One specific part I remember clearly (I was a teenager, give me a break) and that is when one of the characters has sex with some goddess or something while at the same time plummeting to their deat
I thought this was because casting those spells have significant disadvantages on its own. Although Pit of Madness should definitely have a mana cost to prevent players gaming it by casting it just before an enemy attacks a city.
Please keep events random and not as a result of the player dominating. It is way too gamey have such mechanics in the game. "Oh, you're winning? Have some dragons to make the game harder. Where did they come from? They just appeared, cause fuck you." You might as well spawn extra units for the AI if they are losing. I mean, what happened to the enemy competing on even terms? More events sound great. The more gamechanging the better.</
[quote who="Madcatter" reply="2" id="3217869"]Small suggestion: move spells that won't immediately be unlocked to the very end and have their icons greyed out. [/quote] Currently spells that won't immediately be unlocked are hidden completely. This is necessary to conserve UI space - otherwise level 2 traits would have 6 spells each on display (Death2 and Air2 has 7) [quote who="Madcatter" reply="2" id="3217869"]Also, don't show the requirement message if that trai
Here is a mockup of a minimalist way to put the information in that part of the UI. It only takes 12-15 extra pixels of height.
Bug one When selecting spelltraits for my hero on levelup, I am experiencing some confusion caused by the UI. There are certain spells in the game that require 2 spelltraits to activate. One example is Battlecry. Battlecry requires Life2 and Air2. However, when I hover over the spelltraits - assuming that I already have the other one - this one will show it as unlocking the spell. This is an example screenshot that
I'm a bit "meh" about it. All they gain is levels, which really only matters for the units with several members. A dragon isn't going to be more difficult just because he got +4 hitpoints, +2 spell resist and a touch of accuracy.
It may do other things as well, but I'm sure it does something of what I said too. See: https://forums.elementalgame.com/417515/get;3080869 [quote]So my job is to make sure that the normal AI can provide a *challenge* to the 50%tile player. Which means only win 50% of the time. In FE, I did cave a bit and create "Challenging" which has some extra CPU umph in there (right now, largely additional r
1.4d uploaded http://stormworld.wikidot.com/versions
Still present in 0.952. To be clear, there are common items that can be considered semi-magical. But a pair of leather boots just aren't.
Frogboy has alluded that the value is used to determine how many cycles the AI may perform when choosing between its options and analysing the map. A higher value means it takes longer to think, and acts smarter. Take that with a grain of salt - changing it from 2 to 10 or even 100 isn't going to make it 100 times smarter.
I love that idea. Not too difficult to implement for a modder either, just use a trophy to apply a town-defender.
That's what I fear as well, CogBurn. The stronger militia is, the less I actually have to care about defending my cities. I don't think militia is the problem. Frogboy thinks of them as "police", I think of them as vigilante mobs that don't want their homes burned to ashes. Keep them on that level - not dependable, but not harmless. I think it's important to say what the problem is in order to fix it. I think the problem is that the mid- and late-game armor pieces simp
Yes you should. Or just bump the topic with an explanation that it is still happening in the latest build.
Not everywhere. It will be pointless to cast it in a desert or a tight spot that would normally not support a city. In addition, the normal distance to closest city applies. In fact it is a difficult spell to use because it requires extensive knowledge of how tile yields are calculated to be used properly.
Is the belt of wind (+1 initiative) supposed to be available for everyone from the start for designing units? As much as I would like to encourage early-game use of crystals, I feel it is out of place at 4 crystals per unit member for +1 Initiative, for an uncommon item. If the item IS intended to be available from the start for unit designs, I feel that it should also be available in the city shops for heroes (which it currently is not).
Uploaded 1.4c, a few minor bugfixes again http://stormworld.wikidot.com/versions
In my experience the amount of places you can build cities in is greatly varied. I played one small map and got two cities only. Then I played a tiny map and had 6 cities before turn 80.
Not as far as I know. You could make it a choice for the sovereign instead though.
Is it possible that this is occuring due to the movement of monsters being "delayed"? Is it possible that I am moving and it is attacking in the same moment (possible due to different threads perhaps?)? Anyway I don't have a reliable way to reproduce it so bleh.
You can, he was describing a different method of modding. Basically, when you mod the installation directory, you can do almost anything. Any value can be changed and so on. He was describing a separate method where you don't mod the installation directory but place your files in a special folder under My Documents. When using this method there is a risk of duplication on certain tags and certain types. Ie, when using this method, I can't just copy the entire improveme