Heavenfall

Heavenfall

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

This mod adds permanent death to champions. There is a chance to suffer permanent death after having suffered 5 injuries before. The chance to permanently die increases for each time a champion dies after that. A champion is guaranteed to die on the 16th injury. Note that the exact percentage may vary if you are running the Stormworld mod (Angel champions are very unlikely to die, Undead champions are more likely to die). <a href="https://dl.dropbox.com/u/32649007/PermanentDea

24 Replies 19,717 Views

Yes, it is possible to mod in. Here's an example: https://dl.dropbox.com/u/32649007/PermanentDeath.rar I have added "two" chances to die - one has a chance to appear after suffering 5 injuries. Another after 10. The chance to die is rolled against how many injuries you have suffered as well as how many are left to suffer. Normally, you can suffer 15 injuries before you have them all. In this quick e

5 Replies 2,825 Views

Looks like this UnitStat UnitStat_FirebreathingCollar 1 might work after all for limiting injuries. Be sure to test it if you use it, as I remember seeing some odd results when using it.

9 Replies 4,438 Views

Who knows. The quest system is already incredibly strong. They may just focus on providing understandable access to that.

33 Replies 61,993 Views

No, I'm staying away from such quests, given there may or may not be a quest editor coming up.

33 Replies 61,993 Views

In E:wom I was able to trigger quest events from a champion's level. Note the unit's internalname used, which means each quest is specific that internalname. UnitLevel Emperor_Karavox 7 &

33 Replies 61,993 Views
Reply to Turns/Moves in FE Beta

Tactical battles do not have turns, everyone goes after another (order decided by initiative). In strategic maps, a turn is a season. By default, turns auto-end when you have no more units to move. Go to options and turn off "auto-turn" to disable this behaviour.

11 Replies 4,510 Views

If you still have the saves from your unmodded corrupted game, please make a thread about it with the file so they can fix it.

1,118 Replies 2,457,181 Views

Cacus Giant - a firebreathing giant from a plane of flame Floating Globe of Water - one of many summons that don't have a (solid) physical body. This one is highly resistant to physical damage, and attacks by surrounding its targets' heads in water, choking them to death. That also means it is not very effective against targets that aren't alive, such as Golems and Undead. <img src="ht

48 Replies 61,229 Views

I don't really understand what you are saying. If they have higher level with better equipment and no risk of injury, they are by definition "more powerful". I'm fine with giving them a more spicy development and such so that they can develop differently than champions, but if you think they aren't the centerpiece of the game right now you are wrong. They're strong, they just aren't interesting.

29 Replies 22,326 Views

The XML of FE is incredibly well formed and easy to understand - much better so than data-mods for Civ5 for example. They have obviously spent a huge effort on making the XML be understandable and it follows clear logic mostly. This mod is fairly large, it has over a thousand files of which 400 are graphics files (not data). Many hundreds of hours have gone in to creating models and XML and "fluff" (lore). Some of it is re-used material from a similar mod I and others made for the pre

1,118 Replies 2,457,181 Views

I have a desire to have sovereigns as a centerpiece of the game. That said, I feel they are by far the strongest in the game - not comparable to champions in terms of power. A sovereign can accrue so much more experience than champions because he does not need to fear injuries. My sovereigns are always several levels above any champion I have recruited. That also means they can wear the best gear you find, not to mention them being so much stronger and not able to suffer injuries makes them p

29 Replies 22,326 Views

Just a heads up, I'm going to remove Magical Nature from the mod when beta 4 hits. It is a useless stat and takes way too much time to maintain to be worth it for such a small use.

145 Replies 93,329 Views