Maybe, but currently I think it needs to be more punishing before we start giving out rewards for dying.
Heavenfall
I concur with this now that you mention it.
I did some random tweaking of the injury system in regards to this post: https://forums.elementalgame.com/416217 and I figured out a way for a champion to hold a trait that enables him to regenerate wounds. The idea is basically that when you level-up, you get a chance to "upgrade" your wound, ie heal it. The healing trait also has a modifier which makes it only available to those with a certain hidden unit_stat. That hidden unit_s
[quote who="CdrRogdan" reply="12" id="3065942"] I am against the above listed changes, as they are far too debilitating and the AI will be an even worse opponent than it is currently. With proper tactical management it is difficult to lose a hero during combat but that doesn't mean you should cripple players (or the AI) for making mistakes. Personally I agree that they are far too minimal in their effect, but many of the injuries could be better balanced by simpl
[quote who="NorsemanViking" reply="9" id="3065908"] The reload/save issue is completely up to the player. We shouldn't make the game unbalanced or non-challenging because some people cheat. But of course; The AI has to be able to deal with it too (or cheat for less impact of the maluses)[/quote] Agree. Save-scum is just cheating in my book. If you want to reload every time 10% of your faction is set back 20% in 10% of its utility, be my guest. Maybe you can give you
Yes, that sort of dynamic tooltip would be excellent for spells. Although we have to keep in mind that tooltips can only really show what YOU add to the spell. It may well be possible that you're using a fireball on a fire-immune mob. My point is, there are offensive boosts to spells that should show up in the tooltip. But there are also defensive boosts that allow targets to ignore spells.
One thing that is important here which you'll note is that these injuries scale both with the current, and the future power of the champion. If you have a gangrene hand, or if you have amnesia, it is not something that can be overcome by finding a pair of bracers with +1str or witnessing a fight. It's going to be with you for a very long time.
The injuries we can get when a champion dies in 0.75 are pitifully weak. They have practically no impact on the game. I would suggest you increase their strength by a lot. I've made a "before and after" list below with my suggestions. The important thing here is to make injuries 1) more significant as to be actually debilitating and 2) to make injuries scale with the power of the character. Amnesia Before: -10 xp Suggestion: Champion loses e
Success! It goes to show the only way to fight the extremist view is to become it.
Bump because this is very important. The spell information NEEDS to be available in some manner from the level-up screen.
1) Better spell info from champion level-ups: https://forums.elementalgame.com/415862 2) More faction differentiation. Traits for everyone! 3) Enabled mod tools! [e digicons]:D[/e]
[quote who="Cruxador" reply="17" id="3065831"]You're gonna use a lot of the art assets from the WoM mod, I imagine. That's good, means this is a good way to completion already. [/quote] Yes, I'm using the assets, but I'm doing a more thorough job this time around with the mod. They also added many new complications that are both roadblocks and opportunities, if you compare xml e:wom to FE. A rough estimate of the current status of this mod: concept
Sounds neat, you're free to use any art and work with me. However... If you want it to be a part of this specific mod, I would have to insist that the tech and improvements remain practically the same. It is a goal of the mod to be modular with other mods. I set that goal from the start because I saw first hand how much trouble a unique tech and improvement list caused for Elves and Angels in E:wom. A few extra improvements or a few extra techs would work, but after some point it becomes
[quote who="DsRaider" reply="3" id="3065223"] So you plan on making these factions that use the base improvements and techs of their basic races?[/quote] Yes, same improvements, same techs. I won't remove anything, but I may add some things (like mounts, traits, items). It is crucial that the mod work with other mods. And for that to happen, I can use no odd special lists of improvements or particular branches of techs.
Okay enough is enough.
No, sorry, defensive procs only happen when you get hit. We can never check for requirements per se, there are no if/else/then things. But you might be able to juggle the numbers back and forward to reach a point where 30 means 1. I don't know about that, again, depends how good you are with the numbers.
[quote who="mqpiffle" reply="3" id="3065304"]ponies... [/quote]
[quote who="Werewindlefr" reply="33" id="3065293"]Heavenfall, do you know if there is a possibility to implement a "zone of control" buff effect? That is, an aura-like effect that affect units in the "zone of control"? Also, do you know if it's possible to trigger some effect on a dodge, a miss? Or to check for a minimum value of ability/damage/etc? Finally, is it possible to create a new damage type?[/quote] 1) I know of no such spells, whi
Murteas, can you please add to your topic that people using this should not report bugs? In big red text, please. I don't want the mod forum shut down because SD end up getting bugs/crashes from mods.
@seanw3 I am not familiar with stone heroes in the neverending story. Can you enlighten me? Other than that, each faction will have 3 or so champions join the regular pool of champions. edit: seanw3 I'm quoting you again because I sort of ignored your post. [quote] So can we have one trait recognize another trait and apply a bonus or penalty? I notice that Half-Breed interacts with Living Metal to give a penalty. I would like my Beastmasters to increase the power o
[quote who="EviliroN" reply="4" id="3065229"]I love what you do and have done with this. A few suggestions based off that list: 1 Shadows seem more Empire than Kingdom 2 If you get rid of Angels also get rid of Demons from Empires 3 How are Living Stone and Golems different? Isn't a stone golem "living"? It is not that I dislike Living Stone, but if you remove Shadows from Kingdom then you could have: -Gnomes, Elves, Living Stone for Kingd
[quote who="seanw3" reply="5" id="3065273"]So can we have one trait recognize another trait and apply a bonus or penalty? I notice that Half-Breed interacts with Living Metal to give a penalty. I would like my Beastmasters to increase the power of any creature in my army. Could I perhaps make a trait, Mark of the Beast, that confers a bonus when a Beastmaster is present in the army? He would have a trait, Beastmaster 1-5. I want it to give every unit with Mark of the Beast a bonus to Init and
This sounds like a great idea... when the game is nearing release.
It really is a very basic feature, in my humble opinion. One that is sure to be mentioned in reviews at release if it is missing. Yeah, I'm playing that card. Everyone gets one of those cards.