All I'm saying is that you can't just up the army experience gained like this. It will make them more durable towards champions, yes, but it will completely offset the balance between everything else, like monsters and other army units.
Heavenfall
Armies getting experience is actually a huge balance issue, only it's not apparent right now. But if you remove champions from the game, the problem with leveling up units is that they gain a lot of stuff from it. First, they gain a lot of extra health, like 30-40% per level. And they also gain magic resistance, and accuracy. As if that wasn't enough, they ALSO gain more strategic health regeneration. So the risk of giving army units too much xp is they become steamrollers VERY quickl
I would like a tag for modifiers that increase or decrease depending on the current Troopcount of the unit. What it would mean is that the adjustunitstat modifier is multiplied by the current troopcount of the unit. For example, a unit may have "For each member in this unit, the defense of the unit is increased by 1". Unit <br
@Werewindlefr It would be useful to have different triggers for dodged melee attack, and dodged ranged attack. I would also like a similar trigger to when a spell gets resisted. It should enable a user to have a trait like - "If this unit resists a spell or magical ability, this unit gains 10 hitpoints".
1. Allow items to demand prerequisites from unitstats. Items can already require user level. I would like the possibility of making an item only useable if you have a certain unitstat, let's say strength, above a certain limit. Ideally, it would use the current prereq modifier, but instead of only accepting unitlevel it would also accept any unitstat. &
In E:wom we had a thread filled with community requests for things that would improve modding or allow us to do cool things. I thought why not start a thread where we can put various things we've thought about. The point of having a single thread is so the devs always knows where to look, and it also keeps the mod forum tidy. Describe what you want, how it would ideally be implemented, and what you hope to achieve with it. These things are not in any particular order of importance
Although not exactly what you are looking for, there are items that scale with the character level. I like the idea of items gaining experience, but I think it should be an automated process. I would prefer not to micro experience into an item.
I'd rather just see that every spell can be resisted, that seems much easier for the players and the devs
Yes, they are different. Create a new world resource (see CoreWorldResources.xml), turn it into a fake fire shard (see CoreShards.xml), and give that instead. What you need to copy from the coreshards.xml is FireShard gfx\\TacticalIcons\\Res_FireShard.dds FireCrystal_Medallion.png <TileDesign
Yes indeed, coding in this case bears no relevance to poor UI.
[quote who="Capn Darwin" reply="3" id="3071420"]I've started rolling through the files and working to get the magic system overhauled. I've scaled back the Evoker to 20% per and activates as a possible trait very 4 levels instead of all of them at levle 3. Also change Path of mage to 20% so at best you can double the damage of a spell once you hit 20th level. I'm going to work on some of the other magic related traits and also see about getting some spells dumped in as I can over
4 is already possible, see sunder.
[quote who="Goontrooper" reply="8" id="3071273"]I really like the idea of unlocking traits based on equipment. I also remain a fan of more unique faction abilities, including traits. However, I am less enthused about the exclusive trait categories. I would rather just balance the traits and give players the ability to decide. If I want an all out offensive glass cannon, I should be able to do that. It just needs to be balanced so that that a unit like that is not always the optimal choice.[/q
Yeah, I don't doubt Derek's ability to disregard poor ideas. In fact, we have to remember that the beta is in a much later stage than it was for the first E:wom beta. As far as I know, they're not really looking at changing designs any more. This is the spit and polish phase. Sure, there's room for improvement. But don't expect whole systems to get replaced. The only thing this doesn't apply to, of course, is the AI.
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I'm pretty sure you just described E:wom.
Uh... awesome!
I don't want the system thrown out, I just want more subsystems integrated into what we have. I like neither flanking nor terrain bonuses, those are just boring and no fun to play with. I want sieges, with destructible terrain. I want a more obvious rock paper scissors going on between infantry, archers and cavalry. I want special abilities that improve strengths or weaknesses, or make units more vulnerable in one way and stronger in another. I made a suggestions post here: <a href="https
The dungeons in the artifact mod actually had champions you could rescue. So I approve of this message.
Check out CoreFormations.xml, the data is all there. I haven't tried changing it.
Ran into a rather strange bug today, so just a heads up for folks. Unit AdjustUnitStat UnitStat_ResistBlunt &n
[quote who="Wintersong" reply="17" id="3071039"] Sovereign John: "Totally. We are using 'Full Tech Tree Researched Mod' by Heavenfall so no problem." [/quote] Nice try, but I like having a research tree.
If two monsters are in adjacent tile in strategic mode, and you right click to attack the farthest one, your unit will sometimes move on top of the monster in between if it is an end-of-turn automatic movement. When this occurs, you can cancel the battle pop-up, and you are now on the same tile as a monster.
[quote quoting="post"] I have to wonder why we even have the feature to research technology at all? Does this make the game more fun? I don't don't think so. I don't understand why we need researching at all or tech trees. It's just something that TBS games have so we have to have it. I think it's unneeded, or in this game, should be only in the form of researching new things to do with magic. I know this is in no way goi