Heavenfall

Heavenfall

Joined Member # 3239800
337 Posts 8,867 Replies 34,020 Reputation

Oh crap, I forgot to type out Berserk. [quote]Berserk - Target attack raised and defense reduced by one third of caster's Intelligence for 3 rounds.[/quote] It's not in the summary, but it is in the mod. Edit: Also, if you cast Sprint on yourself twice, you can move without any cost. Fixed in next update.

120 Replies 73,754 Views

Uploaded 1.6 with the fix for the enriched land. Also finished the "polish" on all the tactical spells (everything should work now) [quote] Grim Defiance - Tooltip changed to reflect in-game use - that units trained in the city start with 10% more health. Burning Blade - Increases the target's attack for 1/3rd of caster's intelligence for 3 rounds (improved by fire shards) Shield of Fire - Increases the target's defense for 1/3rd of caster's intelligence for 3 rounds

120 Replies 73,754 Views

Just to be clear, the cooldown is for each caster, so if you have several people... you get the picture.

11 Replies 5,340 Views

You can create a spell that has a cooldown of 99999999999 turns, but it can be cast by several people after each other. @Jharii all those things are possible, but not while the game is running Edit: impinc I believe it should be possible to create a spell that requires shards, and then empties the power of those shards after it is cast.

11 Replies 5,340 Views

Just noticed another error. The mod changes enriched land tooltip to say that it produces like a normal farm. But the fact is, that a farm on an enriched land produces 20 food instead of the normal 4. I wasn't aware that resources could use the tag to increase the output of the building constructed. Will fix in next release. Edit: It's the only resource in-game that actually uses that tag (others have it set to 1).

120 Replies 73,754 Views

Sovereigns are still weak as hell - there's nothing preventing us from just oneshotting it with spells, even if it's got a 2k combat rating army guarding it. AI should just be straight up immune to losing due to sovereigns dying in hostile territory.

22 Replies 19,892 Views

4000 gold!!! And it requires my heroes to get smacked on the head first!!!! I wouldn't worry about it being too powerful. PS. You should include what it is in your topic so we don't have to click through to find out.

2 Replies 3,962 Views

Two patches? Try straight after release. If you've been following STO, it feels like they reduced their crew by about 95% straight after release. Never getting a cryptic game again. /endrage

9 Replies 6,569 Views

I'm out of ideas If you've got two files in your /Mods/ folder that look like http://thedyinggrounds.com/Elemental/testmod_worldresource_elementiumnode.xml http://thedyinggrounds.com/Elemental/testmod_allfactionimprovementelementiummine.xml and still can't build anything on

19 Replies 16,285 Views

[quote who="Axis1354" reply="48" id="2747278"]Been trying to use this (and a few other mods) and am having a hard time, I downloaded it extracted the files and put them in C:\Program Files\Stardock Games\Elemental\Mods There was no \Mods folder so I believe I was supposed to make it? Anyway I think some mods have worked because it seems some champions are starting at 3.0 movement points (and not just the adventurers. Some champions also have a "crushin

120 Replies 73,754 Views

[quote who="Corbeaubm" reply="4" id="2747069"]It's probably overpowered, but not by much considering how unimportant population growth is. This isn't a standard 4x game; more population doesn't equal more production in either linear or exponential forms.[/quote] Population is still bloody important. Maximizing production is best achieved by making upgraded cities with the high-level improvements around the right resources.

11 Replies 5,895 Views

[quote who="p22" reply="28" id="2746415"] Quoting Heavenfall, reply 23I noticed the same thing, however Bravery still didn't work (its attribute isn't accurate) If you want to look at a core spell that actually can change morale, look at Rallying Cry or Fear I fixed everything except Shield of Fire and Burning Blade (I just can't get them to work right without being able to overwrite core gamemodifiers) http://thedyinggrounds.com/Elemental/HF106_spell_Shardproof.

30 Replies 30,610 Views

Uploaded 1.5 new things [quote]HF106_unittype_EmpireSovereignsAndSentinel.xml - Three premade Empire sovereigns (and the "sentinel" bonus trait unit) didn't have the right combatspeed. Fixed. HF106_improvements_EmpireQuarries.xml - Empire Stone, Clay and Marble Quarries cost nothing to build. Fixed to 40 gold each (from Kingdom). Also reduced Empire Marble Quarry to produce 4 materials each turn. HF106_improvements_EmpireTrainingBuildings.xml - An

120 Replies 73,754 Views

[quote who="p22" reply="37" id="2746466"]Things to add: Some units in game don't start with default Combat Speed of 2 (introduced when patching to 1.05). This is because those units had no combat speed tags at all, so game defaulted them to 1. 3 fallen sovereigns are affected, Sentinels from Warlord trait, as well as those pre-made fallen peasants. And not to forget heroes from mini-campaign, they also get CS of 1. There may be more.[/quote] The empire peasant th

120 Replies 73,754 Views

No, I'm just missing the bloody button on the action bar. Surely there was one before? And my long texts for my sovereigns (generated by the game, TYVM) were pushing the "equip" action off the details page. Oh well, at least I can still click on the shield next to my health. To be clear; I can equip things, but two out of three buttons are missing on my custom heroes.

120 Replies 73,754 Views

I'm running into two very odd problems. First, the bloody "design unit" screen already shows dodge bonus from shield. Did I just make a completely unnecessary mod? I don't recall it being there unmodded. Secondly, none of my sovereigns can equip anything. "Like wtf." Edit: What the hell is going on... did they remove an Equip button or something from the actions bar?

120 Replies 73,754 Views