It seems just right to me in the beginning.
Heavenfall
This item gives the wearer +3 health when he kills something. The green text appears twice above the champion when this occurs (but he only gains 3)
You are right, they do have different unit stats. Things like str, constitution and other similar stats differ between the basic units. Not only should this information be available when you select custom factions, this information should also be available when you select sovereign+faction before starting a game. I think you should move this topic to the Fallen Echantress Beta forum, by the way. Go to Edit, then you can view the subcategories in the dropdown menu near the title.
In 0.76, when I cheat myself to resources, I only get a very small amount of mana - 20. In 0.75 I got 1000 mana. Any chance you can add those back in?
Derek rarely revisits a bug topic once he's fixed the original problem, as far as I can tell. Better test it yourself in-game. By the way, it's been renamed.
In 0.75 you fixed the Powerful faction bonus to work. However, you missed some others: Lucky Quick Vulnerable Weak These faction bonuses/flaws are not applied at all for custom factions.
The Powerful faction bonus is supposed to add 3 str and 3 con to all trained units. However, this bonus is in fact not applied until after the unit has been trained. For example, in this screen http://i.imgur.com/bdFD9.jpg you will notice two things. First, the trait is not listed next to the units. Second, the hitpoint is in fact without the trait. The display shows 18 hitpoints, but the unit will have more when its done. Inaccurate
You know, I wouldn't have such a hard time understanding your point if you kept yourself from the namecalling, LordRikerQ. It really drives away sympathy, don't you know?
The monsters stay, but it won't spawn any more at least. I don't know, it might cause the monster to wander further from the lair.
I think it would work (its impossible to test atm without mod workshop), but you wouldn't get one at your start, those seem hardcoded.
I don't like out of combat weight limits either. What's so unbelievable about a champion buying a little cart or something and go trading? Maybe give health potions a 1 turn cooldown instead. That's much more believable. You can only drink so much medicine.
I like this idea, but maybe it should be limited to easy or normal difficulty tactical battles?
One suggestion that gets thrown around is having a functional limit on mana per tactical battle. That limit can be improved from champions and items and such. I honestly don't know if it would play better, but it certainly forces you to play much more sparsely with your mana in tactical combat while at the same time NOT making you wait around in strategic mode if you have a stockpile.
I made a similar suggestion back a bit. It'd be very cool, but more importantly 1) it would help high level heroes survive until you can recruit them and 2) you could up the cost of hiring such a party.
Yeah, that's about it. It feels a bit odd that the basic buff spells all drain exactly 1 mana. It's ok to be different!
Yes, monsters already level. They gain mostly hitpoints and a little stats though, I haven't seen anything else go up.
What I want is to have a significant cost to dying. In 0.76 you will get injuries if your champ goes down even if you win. But I think with such weak injuries, they might as well not be given out at all.
Yeah, I like it as it is. What part do you feel is bad?
[quote who="CdrRogdan" reply="10" id="3066148"] Do you want random opponents using the suggested # of players (already planned)[/quote] This one. I didn't know it was planned, hope it gets in before release.
Well, I tried changing Kingdom in a modded faction and I couldn't discern any difference, everything still seemed to be working. But really, the only benefit I can think of for doing this would be the Emnity trait that increases damage towards other "factions" (empire/kingdom). Everything else - and I do mean everything else - you can replace while still calling it a kingdom or empire. [quote who="DsRaider" reply="6" id="3066082"]
Various things work in various ways. For some, killing the monster makes the lair disappear. For others, the lair remains and can be looted. Some lairs disappear if you cover it with your zone of control, others don't.
No, you cannot add that type of faction. But, you can call it an empire or a kingdom and replace EVERYTHING IN IT. In short, what do you hope to achieve by calling it something else? Edit: Actually, you may be able to create your own basic faction like that. I have no idea. [quote who="joasoze" reply="2" id="3066042"] Heavenfall. Would be great if you made a faction that is stronger than the others. An unbalanced one I would then play as a normal race in a game with many
Yes, it is very possible. This was an elven faction in E:wom that will be ported to FE http://img245.imageshack.us/img245/3342/elemental1286540031.png
[quote who="LordRikerQ" reply="22" id="3066012"]Most people save and reload, get use to it, its NOT cheating. Thats just elitist propaganda that says everyone has to play games the hardcore player way. Heres a Tip, blatant cheating usually gets patched out of games, if you dont like it, thats your deal but it makes you look like a elitist snob to make silly comments like saving is cheating.[/quote] There are 10 000 other scenarios in this game where a reload can save you from certain
That sounds cool. Another way would be for the game to actively read what damage the spell is going to do as you hover over things. Doesn't the Ai need that information anyway? To make smart spell choices. Hmm, we're going off-topic... =(