Grabbing this one for a Guiding stone (artifact that you can use in battle to reduce mana cost of next spell): <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAEAAAABACAIAAAAlC+aJAAAMFklEQVRoge2Y+1cTZxrH+QO6bbenZ0/P2W63pz27P+y63d7Ott22uOulVERfVDBUBEGkgQLhXpVbGkiadCaRBBJCMrkNyYTJJJkZMkHxhqKiVFQQXZS7CspFrBRbcCDA/jBnWwWrAd2i5/j5gR/IOzPf7/M+7/M+7xsQ8JSnPOUxRKVS2e12mqYZhnG5XEqlcrEV+Y1SqXS5XAzDOJ1OFEUtFgtBEF6vt6ysbLGlPQgYhh0OB8MwGIZJpVKxWMz9v7Cw0GQyuVwuuVy+uArvh9FoZBiGIAgIgiQSyaxfIQ
Heavenfall
Yes, and no. Undead are getting a new spell. Eternal Resurrection [quote]This spell begins the process of turning the caster into an undead soldier by feeding dark magic into the Champion's soul. Champion will from now on gain experience at half normal rate, and receives no benefit from any bonuses that increases experience gain. Champion cannot learn any additional Spell traits at level-up. Champion suffers -5 Initiative and is capped at 3 Strategic Health reg
I'll do a release in a few hours. I need to put some gnome champions in, and finish some other stuff. The crown of the skeleton king is being moved to the Reliquary (no longer freebie for SK). It had a function copied from the main game that another helm had. I didn't test it, and it's not working. I'll do something new.
Ah thanks for the link. I guess it is an issue with the main game then, which is good news because it means it's not my mod, and bad news because I can't fix it. If it is a memory issue, my mod will cause it to happen sooner however. I would suggest playing small maps only until beta4.
StevenAus, MisterAedan do you remember if you just before you started crashing with Undead used the Corruption spell to transform a shard?
Hmm, it seems to be the same crash reported earlier. I'll keep an eye on it.
When it's done. [e digicons]XD[/e]
New injuries for champions from the expandedfactions: Angel Broken Wing -15 Dodge Angel Greed -1 Gildar per season <td align="LEFT" heigh
Beta 4 is still several weeks from being released. It is not yet downloadable.
No, no specific ETA. Frogboy earlier said "maybe" for July.
I seem to recall A_Looting as a percentage of increased gildar after battles. But that was back in E:wom when gildar actually dropped from battles.
Regarding bows, any spell marked as israngedattack essentially performs a ranged melee roll. It is different from a normal spell cast and a normal melee attack. That's why you're not getting your modifiers to work. I have sent a PM to Derek Paxton in the past explaining why we need a way to properly do "spells" from groups where each attacker does his own spell including hits and misses. This isn't just about bows, it's also about having groups with special abilities w
I haven't had any problems with that. Edit: Actually I can't think of a scenario when I used multiple prereqs (of the same type). So I really don't know.
I would prefer a lot of things, but random is what we have. Likelihood randomness for war injuries would be close to the bottom of my priorities though.
One of my requests over in the requests threads was that war injuries would be handled better. Specifically, that injuries should honor the prereq tags we place in them. Well, it looks like some things have been implemented in the latest patch (0.915), and not only that but it functions great as well. First, just a copy-paste of what a war injury looks like <AbilityBonus
Supposedly it is going to be less about positioning and more about numbers and vulnerability/strengths. Hopefully they can pull it off.
Yeah that is doable. Just do this for all the paths RestrictedAbilityBonusOption internalnameofabilitybonusoptiongoeshere</Attri
[quote who="DsRaider" reply="5" id="3185145"] Quoting Heavenfall, reply 3If you want some ideas, check out the faction bonuses/flaws I have in stormworld_expandedfactions. You are more than welcome to turn them into stuff people can actually use for their own custom factions. I have been sneaking peaks at your code for awhile now.... Your traits are good but they tend to be small traits and don't really fit into the point system well. All three you listed would probably be
The Hunchback of Notre Dame by Disney featured the villain Judge Claude Frollo, perhaps my favourite movie villain. Unlike most villains we see the different actions affect his morality throughout the movie. He is torn between his zealous nature, his fear of eternal judgement, and his earthly desires with a "common sense" morality. Favourite quote: It's not my fault if in God's plan he made the Devil so much stronger than a Man! [video]http://www.youtube.com/watch?v=Ey
Unfortunately the only way to fix it is to re-install. Go to https://store.stardock.com/myaccount/products download the 1.40 version and then install the mods. Do not use an older version which you then patch, there are lots of issues with that.
If you want some ideas, check out the faction bonuses/flaws I have in stormworld_expandedfactions. You are more than welcome to turn them into stuff people can actually use for their own custom factions. Frostfire. Frost Giants can't use fire attack for normal troops, so they get cold attack items instead. Meat eaters. Drota can't ride mounts, so they turn the local horse/warg resources into food instead. Crossbows. Gnomes use crossbows instead of bows. Crossbo
I do not remember, it was a while since I did this mod.
Both are intended due to limitations in game engine.
With the tactical portion of FE being more polished, we're starting development of this mod again. I'll be doing graphics, and seanw3 will be working on the XML framework. Shadow Warrior: Vampiric Snake:
This is the modifier to summon create a champion Unit UnitJoinArmy &