Yall are dragging this thread off-topic. This thread is really about monster heroes, ie champions, that don't hold up to much compared to any humanoid hero. They have a whole different need to scale than the monsters you can recruit through various means because champions are supposed to last the entire game.
Heavenfall
I'd rather have something that scales, so they can start out weak and grow stronger over time (instead of the opposite). But that's just my opinion. Although the fact that we'd be getting free defense isn't great, it's a simple solution to the problem. Another solution could be monster-specific traits that give them +defense. So we'd have the option of growing that in them.
Take Tuatha as an example. A Troll champion with +6 health regeneration per turn. In addition to being a defender (+1 hitpoint per level) he also has the Tough trait (+3 hitpoints per level). Tuatha has 0 defense, and his only ways to boost that are spells, shields and maybe some accessories. As a melee/tank champion, Tuatha gets flattened in battle. His defense is extremely poor, and his hitpoints are nowhere near enough what is necessary to survive against even basic militia. <
Edit: parrotmath beat me to it, his solution is the same as mine. Do this instead, it is preferable since other modders may add more types of cityhubs later on [quote] &nbs
[img]http://i.imgur.com/2sg7etR.png[/img]
Currently when you perform normal attack each individual in a stack gets its hit and damage rolled separately. For damage multiplication for troopcount from special abilities the same thing applies to damage, but afaik hit is determined with one roll for the whole stack.
Yes. Yes. Yes.
1. is how it works already.
Just a quick example from Stormworld with some altered details Demonslayers Reliquary Item #72. Two small scythes. The handles are adorned with what appears to be human spines and the handleknobs have tiny skulls attached to them, possibly shrunk human skulls but small variations in the structure imply
Something that is a lot easier to add is weapon pairs like the Trogs have with their axes. You can't switch out weapons in the pair, but it is a very simple thing to make, say, a rapier in one hand and a small crossbow in the other hand (for a shadowy assassin!). They would just be treated as a single item instead of two separate items.
This would be a very large undertaking which I can only advice against. The game does not use equipment slots - at least not in the traditional sense. Weapons are only equippable in "one slot", either (mainhand), (offhand) or (mainhand+offhand = two-handed weapons). This is set in the item. So if you have say the weapon named "Axe_Hunter" which is a mainhand weapon, you can only ever equip that weapon in the mainhand. Because of this, what you would need to do to have off-hand weapons
I've been playing a bit of LH and I have to say they've got a great game there. So I'd just like to confirm that I will port Stormworld to LH around its release. I'm probably going to tone down the bloodlines for the factions, but instead I will use the bloodlines as roots of their own trait trees in the General category. So all Centaur heroes have some unique traits that come out of their bloodline - a branch could be +1 move, +1 move, +10 dodge if more Moves than attacker, a
Unless the target has cold resistance, it will deal 100% damage. Defense does not mitigate magical damage in any way.
Not for me, sorry.
[quote who="kwm1800" reply="9" id="3344775"] Notice rather inactive modding forum? I really don't think it is worth for the trouble because this game just has very basic stuffs regarding mods. Unless someone finally does brave, tiresome work called reverse-engineering-whole-engine, the modding FE/LH is just tiresome and tied to very basic, simple mods.[/quote] It's a circular argument. [img]http://i.imgur.com/JiZ8ogs.png[/img] The easier it is
I like building summoners, especially if I am in a situation where I can't gear up my heroes. The summoner requires very little gear to participate in tactical combat (+initiative, ranged dodge and mana reduction if possible). They are also very resilient against injuries, since almost no injuries impact their progress. If they do get crippling injuries they can still participate on the strategic level, unlike other heroes. I think summoners are difficult to balance and to measure
Perhaps consider requiring chain proficiency or even plate for tower shields?
Calculations can only reliably be used in spelldefs.
As a baseline, everything that is done in FE can currently be done as a mod in FE. You can add new units, models, factions, terraintypes, maps, stamps (pieces of maps used for random maps), buildings, quests and much, much more. If you wish to alter mechanics (more than tweaking their numbers) or introduce new mechanics that is significantly more difficult, and in most cases you won't be able to do that. We have no access to scripts/code and changing the UI can only be done in mea
I can't tell you how much this annoyed me when I was building and importing 3d models for Stormworld into the game. As far as I can tell most models don't have lightmaps, only a very select few have them (I think ignys and air elementals in FE). So lightning was handled like they had a spotlight on one side of the model and no global lightning at all. Every model had to be turned around 8 times in-game just to see that every way the model was facing didn't make each side look ugly
Rivers weren't in E:wom. ¯\_(ツ)_/¯
Anything that is already in the lore, or very close to the lore. Personally I would like to see more "good" monsters, they are basically all evil right now (or a few neutral). Fell Dragon, Dark Wizard, Undead Lich, Bandit Syndicates, Demons. How about monasteries with zealot priests that heal each other in battle? If you got demons why not angels (doesn't have to be the wing-flap type, think D3 or just god-touched individuals)? Dawn Dragons?
Imho those suggestions are all extremely stock and wouldn't fit into the Elemental lore. PS. If anyone wants to port the Stormworld monsters ( http://stormworld.wikidot.com/monsters ) to LH you are free to do so (except the Demonhound). They were intentionally chosen not to be native to Elemental lore though.
Traditionally this is when you make a post on the forums about how you "beat an INSANE AI on maximum world difficulty TOTALLY EZ YO".
Nice! One less popup to worry about.