Heavenfall

Heavenfall

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

I'm sorry, I disagree that FE will have the same boring TC. We will have to wait and see, but don't assume. It is supposed to be one of three KEY areas in FE that they focus on. Maybe it's shit, maybe it's great. TC in E:wom is pretty much a lost cause. No depth, terrible AI. Another problem with the ludicrously low health of units in 1.3 beta is that when units level up, their health shoots through the roof. This creates a steamrolling effect for anyone who wi

38 Replies 35,639 Views

You can delete the artifact folder in ACp if you want to, but it doesn't really matter. Updated Weapons does not influence this mod in any way, its up to you if you want to play with those abilities on your units. Install this mod like you would any other, extract the folders into your /mods/ folder.

79 Replies 86,804 Views

Uploaded 5.0, which is the beta version of dungeons but with ambushes added, and revenge parties in the world. Deeper levels will have a significantly higher chance of dropping mounts. Tokens also give a pretty large amount of gildar when sold in cities (scales with dungeon tier).

79 Replies 86,804 Views

Dungeons - Dungeons function like quests, but they start the instant you visit one. Be prepared! - Dungeons consist of a series of increasingly challenging encounters against monsters, the deeper you venture into the dungeon levels. Levels will reward you with an appropriate reward, such as resources or artifacts. The quality of the reward increases with the difficulty of the monsters. Weapons and mounts are mo

79 Replies 86,804 Views

I have found one bug that is probably causing issues for people. When you fight an encounter, you either need to make sure that every enemy on a map are killed EITHER from autoresolve OR on the tactical map. If you kill some in autoresolve and some in the tactical map, the quest will not progress. Unfortunately, there is no work-around. Edit: Also, idiot that I am, I forgot to pack the tactical maps I built. I don't know what maps you're getting, but they're not ri

79 Replies 86,804 Views

I think that sort of quest is simply beyond me. The quest system is very particular in its process, and to automate that sort of content is impossible for my skill level in coding. Heck, I'm not even sure I can add the ambush thing.

79 Replies 86,804 Views

http://www.mediafire.com/?chkf20e5phco78a is a beta version of the dungeon system (~200 dungeons). I'd love some feedback on general balance. Things I haven't had time to add: can't find champions or friendly creatures yet, and can't get ambushed trying to escape, and no enemies will spawn on the worldmap when you clear a dungeon, and the token is pretty much useless right now. Things changed: - Tier

79 Replies 86,804 Views

I assumed it was a bug. I put up a mini-mod to fix it here: http://dl.dropbox.com/u/32649007/12fbeta_popfix.zip One for each city level would just be a total nightmare and way too slow to play or enjoy for me. Das, how are you not ending up with too much gildar and population with those limits?

3 Replies 3,480 Views

I'd wait for FE right now, to be honest. While E:wom has come a long way, there are still certain issues that makes it less than a top-notch game. They haven't released any precise information about the discount on FE if you buy E:wom now, so that's a wildcard.

32 Replies 21,463 Views
Reply to From Dust in PC Gaming

Release date 27th july, price 15$ on PC. http://www.gameranx.com/updates/id/2307/article/from-dust-gets-pc-exclusive-release-on-july-27/ Weird that it's so cheap, it's been in development for a long time and doesn't feel like a low-budget title. Makes me fear for lack of content.

25 Replies 87,330 Views

Posted this in the changelog thread, but I'll re-post here. Just played the first 200 turns in a game, some thoughts - Simultaneous damage makes it very hard to fight higher difficulty AI. This is good. Champions, no matter how well-geared, can no longer ride through an army without breaking a sweat. - The new defensive modifiers in a city are silly and should be removed. A fence doesn't give a unit +10% defense. Let the defensive modifiers come

66 Replies 207,339 Views

Debug: http://dl.dropbox.com/u/32649007/debug.err auto-save: http://dl.dropbox.com/u/32649007/AutoSave.EleSav dump file was corrupt, empty at 0kb

0 Replies 1,563 Views

4, 1 per each city level (1+3). But it should be much higher, from what I understand. Just played the first 200 turns in a game, some thoughts - Simultaneous damage makes it very hard to fight higher difficulty AI. This is good. Champions, no matter how well-geared, can no longer ride through an army without breaking a sweat. - The new defensive modifiers in a city are silly and should be removed. A fence doesn't give a unit +10% defense. Let the def

60 Replies 121,684 Views

Here's a small mod to fix the amount of repeatable buildings you can build in cities, if anyone wants to play the rest of the beta without being limited by those bugs. http://dl.dropbox.com/u/32649007/12fbeta_popfix.zip

60 Replies 121,684 Views

In 1.2f, the cityhubs need to be changed. The tag 1 limits how many of repeatable buildings may be built. It is set to 1 per level in all cities on all levels. In addition, the kingdom Library is not limited by this like it should be. The library can be built infinitely many times. The same applies for the Empire "Master Archivist". The Empire "lore shop" is also buildable an infinite amount of times.

60 Replies 121,684 Views