This bug erroneously places some buildings on the wrong terrain. For example, I can put a great mill on forest terrain. It doesn't actually place, but I am also limited from placing it anywhere else. Reproduction steps: 1) Place a building where it belongs, for example a merchant. 2) Select another building in the building list. Click the building in the list again to de-select it. 3) Select a 4-tile building Result: The final 4-tile
Heavenfall
nvm, forgot to disable mods.
Extra Small rat hits your Legendary Lord Overlord Supreme Champion in the head, glancing the brain! Your Legendary Lord Overlord Supreme Champion falls down dead. Considering the resistance people had to this thread https://forums.elementalgame.com/416217 I doubt you'll ever see this game leave the HP system.
You can also click directly on the mana resource to bring you to the same screen
The modding forum is actually hidden. Welcome to the fringe.
No, not yet. It hasn't been announced exactly when, as far as I know.
Kawaii! http://i.imgur.com/hCqpS.jpg
Since they're still adjusting balance in the BETA, I see no point in modding such stuff (yet). But it is possible, yes.
The greenskin faction has changed as a result of AI being too good with it, and limitations to the engine. For each orc unit you train (except pioneers) you will gain 2 goblin resources per orc in the unit. This is a one-off bonus. Greenskin may also build in each city a goblin creator of some kind. That goblin creator creates a small amount of goblins each turn (~0.1 per citylevel). If another faction captures a goblin creator, they can recruit goblins. Goblins can no longer be desig
I've been experimenting with these triggers during the day and I've found some limitations MeleeAppliesSpell - this trigger always casts the spell on whoever is hit. It is not possible to make this spell affect the attacker, it will only affect the defender. It is not technically "cast" by whoever had the modifier, so we cannot reference specific unitstats from the attacker. See: weapons with poison. MeleeDefenseAppliesSpell - this trigger can take place both on the de
This ability from its trait reads: "Target enemy is immobilized for 3 rounds unless they resist" Whenever I get this cast on me, my movement does not change at all. And I did not resist it. I had a quick look in the XMl and it looks like the spell is supposed to reduce its target to 0 move, and 0 dodge. While my dodge does get reduced to 0, my moves do not.
I like the shorter "answers", it should be the action you decide upon. If you want to better describe the choices, imho, it should go in the main text. Also, technically, I don't think the buttons can hold long texts.
What seanw3 said. But you should make sure it applies using no mods in the vanilla game first. We aren't supposed to report mod bugs at the moment. Also, you should post mod stuff in the mod forum: https://forums.elementalgame.com/forum/1008 then we can find it without bumps [e digicons]:D[/e]
There's a rare potion that removes all injuries. That's it.
You know, since the unitstat is so well implemented, we could make a tower that reduces mana maintenance cost for all people in a city by say 25%. Then we could have hero traits for the summoner with another 50%. We figured out a cool mechanic here, and it's not fair to steal all the benefit for one mod when we're developing two. The increase in mana cost on high level summons was exactly was I was thinking as well. Great minds and all that. PS. A better solution for t
They posted in an earlier thread that those maps are not updated yet. Random maps are the only things that work for now.
Yeah, it was possible. Here is some example xml. http://pastebin.com/raw.php?i=q5usx8M5 Again, note, this spell disables the crown effect on the wearer. Maintenance costs for spells are dynamically updated, based on that unitstat. Edit: I also tested setting the unitstat to 0.5. The mana upkeep for spells was then 0.5. So we can make units or champions with "less" maintenance cost on spells. That's good to
Yes, it is possible. My Artifact mod for E:wom added several hundred dungeon quests. Really, anything that is in the xml currently in the FE game can be added to or changed. Mind you, the "workshop" is currently disabled in-game. It makes it hard to test some things like quests. You can't just place a quest on a map in the map maker without the workshop.
I recommend that you mod the procipinee crown to reduce EnchantmentMaintenanceMultiplier by 1, instead of being a multiplier of -100%. Then, you can use [quote] Unit SetUnitStat
I started this https://forums.elementalgame.com/403584 back in E:wom. I never finished it since modding had lost its pace. Most of what is written still applies. Edit: The important bit you should take away from the link in the post above mine is this [quote] I don't plan on releasing anything until mods are "officially" allowed. It is likely mods were disabled in FE beta to make sure players only reported bugs
Short of me dying IRL, this is going to happen. I've posted snippets of info throughout the thread. Some more: Drota - hunters. Will be able to build on any "recruitment world resource" except human. Free diplomatic resources for this purpose. Bad at diplomacy with other factions. Excels in killing monsters. Death Legion - Various random effects, applied when they get attacked on themselves, or on others when they do the attackin'. High degree of randomness in
You should move this to the Support forum. You can do that by clicking edit. Only random maps currently "work". But I have also seen one start without any grain or materials, on a random map.
See this comment: https://forums.elementalgame.com/416160/get;3068525
The singular unit idea is reserved for frost giants, who cannot train units with more than 1 member. It will be very tricky to balance. The Shadows faction will have free movement in tactical map, and always start every fight with +10 initiative. They are weak in defense.
[quote who="Heavenfall" reply="28" id="3068492"]I like the idea with a play on life shards though. I might build on that. Like resoln with death shards. Yeah... the angels could have some sort of blessings that buff them in combat. And the more life shards you have, the more powerful they become. So they're the most magically connected faction. That means they scale with magic, and become very powerful in the end-game. Unit cost = roughly the same as others. But strength? Weak