Uploaded 0.8 http://stormworld.wikidot.com/start#toc9 Updated to FE 0.913 Added Stormworld_ExpandedFactions_NoVanillaSov - this module removes the default sovereigns from the game. That means that the vanilla factions in the game are unavailable, unless you have your own sovereigns designed for them. The purpose of this is to allow Stormworld_ExpandedFactions users to set up games with randomized enemies from only
Heavenfall
Uploaded K. Only fix is for token of the wolf. Also updated to 0.913.
This is a known issue in one of my mods. You didn't perhaps forget to turn them off?
Technically every tactical battle is a separate world, but I would really like it if FE had strategic separate worlds as well. They wouldn't have to be complete dimensions like in some games. Just a cave or a portal to some dark place. It's not going to be in FE, but maybe for the next game after FE? It's going to be 64-bit only so they'll have a lot more memory.
The is what brings our spells into our spellbooks most of the time. If you have prereq triggers, and 1 you'll find the spell in your spellbook when you fulfill the prereqs. The other way for spells to end up in your spellbook is through research, or special unlocks such as Annointed by fire. However, the AI does not always honor strategic spells that lack the trigger. Below is a sample spell that the AI - for unknown reasons
It appears to be hardcoded at this point in time.
Jopis79, be sure to keep an eye on the Stormworld mod: https://forums.elementalgame.com/421802
https://forums.elementalgame.com/423567
I'm having a blast playing the game. I wish there were more summons, though. Also, there's a whole bunch of small issues that I hope get ironed out before release (see support forum). I voted Excellent. Although I'm not sure how we are supposed to judge the game, for a beta 2-3-4 or more months from release, it is excellent.
1) No, they stack. This is shown very poorly by the UI. But all similar traits "stack" - if you get Evoker I then Evoker II, you'll get the bonus it said in both tooltips, even though you can only see one tooltip.
Remember to back up files before changing them https://forums.elementalgame.com/420611 As with all core file changes you'll need to start the game using a similar shortcut: "C:\Program Files\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly Open CoreUnits.xml and remove all instances of [quote] &
Madagaskar here I come!
This appears when we do the Run Wild quest. Instead of two separate fights, we face 2 fights against wolves that happen directly after each other (finish one -> instantly next). When we return to the map, the quest finishes appropriately, but this errant goodiehut is there.
Yes, that one, and this one http://dl.dropbox.com/u/32649007/FallenEnchantress_1335982395.jpg
Civilization also needs more monster resources in the world to build on. They're so impossibly rare. There's ten iron ore deposits for every bandit camp or whatever.
Like any human in plate armour; they help each other. Even chainmail is impossible to remove on your own.
There was a request for some barding for the centaurs in an old thread. It's visual only, but it's an option. Or rather, will be, in the next version. There's a light version as well, with just clothing (what you get on normal horses for other factions).
I enjoyed it mostly because of its visuals. The clearly connected characters all struggle against unavoidable death in some form, and ultimately the conclusion is that death gives room for new life. Whether the characters are real or not is never made clear.
The design is greatly improved and they continue to work on it, in particular faction differentiation and city mechanics will be changed before release (compared to where FE is now, which is much different from where E:wom was at 1.4). The unit design thing remains, and it has been expanded upon. If it is not your cup of tea, then it isn't your cup of tea. Others enjoy it. If you pre-ordered the game, and it was registered with Stardock, you'll get FE for free and acce
There's a small bug with token of the wolf. It will summon the right animal, but it will be 1 level too low, and named Sand Golem. I'll fix it in next version.
A craftable accessory? I wonder how that's going to be done. Is it the sort of thing we should get really excited about? Or is it just something you can give to units, ie "craftable"?
it has [quote] Unit MeleeDefenseAppliesSpell MantleOfFire_Effect &l
Yes, it is great news I think. I'll be using it to give some Reliquary items a chance to Hex their wearer, which is like a permanent curse.
Just a small heads up, one requested feature from before is that we be able to put traits on units through spells. In the last version of FE, some new tags were put in that does this. [quote] Unit UnlockUnitAbility</Attribu
Do you have a debug.err? Anything special in it? Just to be sure, try removing reliquary. Otherwise try re-installing the game then play the mod. I don't think there's anything in the mod that would cause a crash after tactical battles.