Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,866 Replies 34,020 Reputation

Thanks for the bug report, I'll fix it in next patch. Designing your own sovs and factions based on these races is unlikely to return, except for Elves. It's a lot of work, and it still comes out very buggy. In fact now that I look at it, even the Elven version was a shoddy job because I wanted to save time. If you're interested in modding in these factions to the sov creation screen or the faction creation screen, check out cpelf_racetype.xml.

457 Replies 638,371 Views

Haha... I always assumed Frogboy had his bees out at his own place, not at the office. I can just imagine some fresh meat showing up at the company for his/her first workday. Frogboy stands looming eerily at the entrance. "Welcome", he cackles, "let me introduce you to my beeeeeeeeeeeees....". And before long: http://www.youtube.com/watch?v=d4MqTCIDKhU

15 Replies 33,774 Views

https://forums.elementalgame.com/390801 [quote] [...] So here is what we’re going to start doing on our developed titles: We’re going to start making archival DVD versions of the game that can be sent to customers. We already do this with Object Desktop (our most popular non-game product). This archival version would have no copy prot

26 Replies 26,945 Views

Ah... it's not my fault. When they re-did Essence, they changed it into a boolean (one for yes, zero for no). But they were lazy when they purged all essence from existing units, and so many old units still had essence on them. Now that they fiddled with the code to spawn units from city level-ups, some of those units you wouldn't normally see in a game, are returning. I'll remove their essence for the next update, that will prevent them from casting spells.

247 Replies 314,179 Views

Imagine standing on the ground, looking up at the sky. Something shadows you - it's a titan, twenty times larger than any man. Striding across the field with a vast hammer, ludicrous in both its design and its detail. The mightiest of wizards are harassing it with fireballs tearing away large chunks of its armor. The titan cries in pain, silencing everything else, shaking the ground. To your left some rift to another dimension opens up, and small, quick wolf-like beasts run out an

119 Replies 326,301 Views

[quote who="Alstein" reply="99" id="3008763"] One idea for an option: semi-tactical battles: basically grunt units are controlled by the AI, you only control your champions and what spells are cast. I'd love to see that idea tried. Maybe there would be a trait that would let you control 1 unit additional per turn per level of it. [/quote] This is my dream for the future. A high-quality total war-esque realtime comb

119 Replies 326,301 Views

So, obviously, the major gamechanger here is that people can level up their magic power stat by levelling up their hero. I'm cautious that it might make magic too strong in the end-game, but it does give some personality to the magic of champions.

247 Replies 314,179 Views

Uploaded 5.5 Artifact: Fixed an issue where Ghost trolls were invisible Artifact: Fixed an issue where dungeons gave the wrong tooltip information on the strategic map

79 Replies 86,843 Views

From 8.10 to 8.11 EF: The fear of fire flaw for Lost Souls had been applied to Golem King instead. Fixed. EF: Purged some more references to level 6 and 7 towns EF: All EF sovereigns, except 'Ard, have had the talent naturalist removed (it was given freely to everyone when metal had a different balance than it does now). In addition, all EF sovs had their default movement decreased to 2 from 3. EF: Some Golem King armor pieces with cuirass and helm combined had less

457 Replies 638,371 Views

Uploaded 1.8, new from 1.7: Major: -1.8 Players may now invest their level-up stat points for Champions in Magic Power. Note that the additional stat points are conntinously multiplied by all existing bonuses from shards and other improvements. Minor: -The normal Karazzan is now available for Empires as well, after researching Dread Weapons. it was previously only available to Kingdom players. -Players can now select no more than 3 stat points upon reaching a

247 Replies 314,179 Views

[quote who="nowar1979" reply="125" id="3008509"]After imbuing one of my champions (not sure it has to do with anything) I have noticed that I can cast spells in every battle I am in. Even though no caster is present. Is this a feature or a bug? [/quote] Who can you cast spells with?

247 Replies 314,179 Views

I was hoping a modder-coder would take up the call to this one. We know the capabilities and limits of the quest xml. It's all there, quite doable. When I did the Dungeons for the Artifact mod, it was quite obvious that the game had no problems with large amounts of data (I think the xml for just the quests is something like 1.8mb for 150 quests). But, more importantly, the quest xml is all top-down, so it shouldn't even be very hard to do some randomization of various events. <p

9 Replies 7,911 Views

So I've recently picked up this game because I'm a sucker for any fantasy strategy game. Thought I'd post a sort of mini-review of the game. I guess technically the game is real-time, but since you can pause any moment you want to I have a hard time to think of it like that. The good: -There's quick, sort of complex fundamental game mechanics behind it. The game is marketed as the player choosing diplomacy, subterfuge or conqueror - and I think that

13 Replies 42,034 Views

TN looks great so far (big budget, good actors), but I'm wondering if they can keep it interesting. It doesn't really have its own flavour, so yeah, very stereotypical. Fringe is starting to feel like its run its course, there's been almost no plot development in season four so far (we get it, you're dreaming about that guy... don't need 3 episodes to tell us).

28 Replies 69,920 Views
Reply to v1.39a Bug in WOM Support

Everything should be wearable, let me know if it still doesn't work with the mod (keep in mind you have to start a new game when you change mods).

5 Replies 5,226 Views