These are additive modifiers. First hit: no debuff. 100% damage Second hit. One stack of the debuff. 100 - (100*(1-0.75)) = 75% Third hit. Two stacks of the debuff. 100 - (100*(1-0.75)) - (100*(1-0.75)) = 50% In other words, using a 0.75 is the same as creating a negative modifier with 25% of the original value. Since it repeatedly takes the original value, there are no compound effects.
Heavenfall
Unit AdjustUnitStat UnitStat_ResistBlunt &
Bug: Trait descriptions in their tooltips are cut short with no rhyme or reason.It is not dependant on the amount of characters, or amount of words. Example: http://i.snag.gy/6qPoX.jpg Temporary solution: Use newlines (press enter) and split up the description. First observed in: FE beta 0.77
A place to gather bugs that appear as a result of mods only. They would not be reproduceable in the vanilla game. Since I doubt they'll fix modbugs this early in the beta, I think it wouldn't hurt to gather them in one place for when they do want to listen. Also, perhaps other modders can avoid the same bugs. A modbug would be something that does not perform as expected. See below for examples.
I noticed a debuff on the Bears doing the maul attacks. Sure enough, there's XML linked up to the maul debuff. It begins in the ElementalDefs.xml: [quote] MaulDebuff [/quote] and in CoreSpells.xml you will find [quote] Maul Debuff  
This is the problem with modding. You start doing a few snotlings and three days later you're still crafting bloody goblins. The Goblin Lunatics: http://i.imgur.com/RZGVu.jpg Goblin lunatics have two traits plus the flaw of being born Goblin: Goblin - -40% to normal damage, armor and hitpoints. The unit will gain only 1/3rd of normal experience from battles, and killing a Goblin unit gives only 1 experienc
Their version is shittier. [e digicons]:grin:[/e]
I wouldn't mind having some sort of secondary limiter as well on the random drops. With these random systems (suggested and actual), you can get the best item in the first treasure chest. We already have rarity tags, why not use them? This is the current random modifier GiveIte
I go for 4 enemies with no teams on medium maps
To make off-hand items appear in the armor section, give them 1 defense in something, like blunt. You can try giving them even less like 0.0.1. You can also try giving them +1 then -1 defense and maybe it still appears in armor, i don't know. For spider mounts, check out: https://forums.elementalgame.com/399607 [quote] http://img3.imageshack.us
Nah, I would have said so then =)
Depends on the rarity of the other items. If you have one at 5, one at 7, one at 10, then you are not twice as likely to get a 10 as a 5.
Seconded. All this crucial information is missing from the tactical combat UI. Hell, I personally would even be interested in seeing the rolls like Spell Mastery vs Spell resistance. I would love for it to show what the caster and target rolled. Or for the hit/dodge mechanics as well, especially when fighting with army units. Ie, The target rolled to dodge: 8 (1-18). The Attacker rolled to attack: 2, 4, 11, 13 (1-15). 2 hits.
Afaik no, although I have seen that tag in some FE worldresources.
Outriders, Swiftriders, Quickriders, Nightriders, Sunriders, Shadowriders, Dawnriders, Sunsetriders, Moonriders, Twilightriders, Yellow Riders, Blue Riders, Red Riders, Green Riders.
I think we had some troubles spawning a quest location actually. You'd better try it first before committing.
Well, I personally don't mind you putting the "thoughts" in my head so to speak. If there are 3 options, and I just get to pick A, B or X, I'd like to at least get some info on how the doors look or something (unless the whole point is to present the user with 3 identical options).
I agree that these spells should update automatically. However, if we can't have that, can you put a "Recast" button next to the dispel button in the enchantments ledger? Hovering over that button would tell us what the mana cost to re-cast is. If the spell is the same as before or less, ie we have the same amount of shards or less, the button should be greyed out. Edit: seanw3, the logic behind my suggestion is that I think it might be intended that there is a re-cast cost as wel
These are names that would randomly appear on unit designs created by/for the AI?
I'm not sure what happens if both roll 1, so I can't answer that. But if one is 5 and another is 10, then the latter should be twice as likely in a 2-item system.
I have no idea about that.
Nope, same problem as errors.
Technically, such a number would get rounded to 0. But your point still stands, a one-in-a-million chance is by no means the most rare imaginable.
That particular firemanavalue does nothing. It can be used in modifiers for the shrines built on shards, in a different way. HarvestType I believe is actually an AI tag, letting the AI know how to value it.
In E:wom likelihood tags worked by rolling against each other. So the numbers weren't added up in a series then rolled randomly once. How I thought it worked in E:wom: Two items with 100 likelihood Roll 1-200, if between 1-100 then its item A, if 101-200 its item B How it really worked Roll 1-100 once for each, then the one with the highest number wins. Let's say there are 50 items currently in-game, with a likelihood of 150 on av