Heavenfall

Heavenfall

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

Uploaded 0.6d http://stormworld.wikidot.com/start#toc9 [quote] Note: If you are using Rivermod, there is an updated TerrainTypes.xml in the TerrainTypes.rar folder. Updated to FE 0.912 standard (most notably sovereigns have 15 hitpoints less) Specified that Witch Market only multiplies direct Poison attack, not dot effects Fixed an issue where breaking the Wooden Sword would crash the game

1,118 Replies 2,457,458 Views

Well, if you want a Bow of Slowing, you can just create a special ranged attack for it. But, as far as I know, there is no way to have things such as "vial of poison" (an accessory) work with a ranged bow to apply a spell. TECHNICALLY you could have a "check" inside your ranged attack spell, to see if the user has equipped a certain item, but it would be really painful to manage and I don't recommend it.

2 Replies 3,255 Views

Things like these are how you can tell who's really playing the game and who's just giving it a cursory glance. There's a thousand small things they've improved since E:wom, and yet, some people (those who do not pay attention) see it as the same thing. There's a thousand more things that need doing though. But this one definitely got checked off the list.

5 Replies 3,520 Views

[quote who="luketan" reply="5" id="3138456"] Quoting seanw3, reply 3There is a mod scheduled to come out on day one that adds over 100 summons. Er... You kidding me right? That would be like averaging over 20 summons per element or over 4 per level? ??? How would that work in the game??? If I have Fire archmage i would have 20 summon spells available + all the rest? ??[/quote] In that mod, which is called Goetia: Dominion over the

12 Replies 15,989 Views

Essence was removed in an earlier patch, but it was not purged from all the buildings by sloppy designers.

9 Replies 11,483 Views

[quote who="Horemheb" reply="19" id="3138173"]The unrest idea is a nice step forward. I trust some factions will have bigger penalties, other smaller. It still does not address the steamroller problem though. There is still nothing to stop you from leaving the city empty and continuing the steamrolling. Maybe a city which has a high "revolt" percentage will need garrisons or you risk a total revolt (the city will join another player)?[/quote] Great idea! This would certainl

66 Replies 165,367 Views

Added some awesome graphics on the wiki to explain the modular stuff going on in the pack: http://stormworld.wikidot.com/#toc5

1,118 Replies 2,457,458 Views

FE Beta forum will probably disappear around release. If your post is about feedback for the beta, FE Beta is the place to be. If your post is about bugs, crashes or other hard issues, check out FE Support.

2 Replies 5,658 Views

Something new in 0.91 I think is that I keep ending up on the same tile as a goodiehut, but I don't loot it. This happens for example when I attack a monster lair where monster X is defending a goodiehut. I right click attack, press enter a few times to end turns, my guy moves on to the target and onto the tile. The combat starts, I win, but when the fight is over I don't automatically loot the position I am on. Am I even supposed to automatically move onto the tile the enemy

5 Replies 1,654 Views

I would recommend seanw3's mod for a different playing experience within the same "lore". A lot of my mod is expanding on the lore but using the same mechanics.

44 Replies 30,043 Views

I usually start with a scout, then tower of dominion, then pioneer. Starting with two pioneers is a waste to me, because you can't really use any world resource, and if you build another city right away your growth will be very low.

69 Replies 167,605 Views