DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

[quote who="dangerlinto" reply="5" id="3271976"] Homogenizing all the weapons initiative leads inevitably towards simply picking the weapons that does the most damage. I find having to make the choice based on more than one variable far more challenging and rewarding, thank you.[/quote] Except it wouldn't. You would still get initiative penalties, just from encumbrance and not directly. So there would be a trade-off between heavy weapons and arm

24 Replies 16,816 Views

Right now there are some problems with unit design and balance. Units don't feel uniqu and elite units dominate the game. Here are some ideas on how to fix this. The Strength Trait Should Be Removed The strength trait is undoubtedly the most popular unit design trait and that is why it should be removed It really has no reason to exist because you should add it to every single melee unit ever, and adding it is pointless

24 Replies 16,816 Views

[quote who="parrottmath" reply="3" id="3270697"] For what its worth you forgot Umber as well.[/quote] Ugh fine, updated for Umber. I got nothing Capitar though... Rich former slave owners doesn't translate well into combat traits.

7 Replies 8,380 Views

I support DLC but $5 for a map pack in a game with a random generator and a map editor sounds expensive. Throw in a scenario and I would be all for that though!

213 Replies 765,437 Views

[quote who="stage62" reply="1" id="3270473"]No love for mancer?[/quote] lol it's hard to come up with original stuff for normal humans... [quote who="stage62" reply="1" id="3270473"]I like more traits that grant abilities (Like flame tongue, dirty blow and trapper 'cast net'), because they would give created units a more unique feel and have them fit a 'role' in your military. Rather than taking the optimal approach and throwing on the best of all your armo

7 Replies 8,380 Views

[quote who="nates1984" reply="134" id="3270272"]Any ETA on 1.01? Even a rough approximation would be nice.[/quote] Thursday afternoon.

157 Replies 111,491 Views

Right now there isn't a lot of faction differentiation when it comes to tactical combat. This leads combat to be simple and repetitive. A relatively easy way to fix this is to simply add more traits, so I have thought up some traits that would make races more unique and also make combat more interesting. These traits would be available to both troops and champions. Allowing champions of different races to feel more unique as well. I have

7 Replies 8,380 Views

[quote]But even more than that, the game shies away from diversity when it comes to how the player can play the game – the races are all similar, the units are the same for these races, there are no Trolls, Dwarfs, Gnomes, Orcs. Elves or whatever else you can come up with in a game like this to make things more diverse. The point here is having units in the game that are more than just some stats attached to them – units that have special abilities and require strategie

79 Replies 213,499 Views

I really think all axes should be made 2 handed and all swords one-handed. It's annoying that they currently overlap so much. The current selection of weapons is all muddled and confused. Axes shouldn't upgrade into swords and vice versa. This would make them easier to differentiate and balance, right now axes are just swords stupid cousins.

59 Replies 46,436 Views

Look in the CoreAbilities.xml file, which is found in Stardock Games\FallenEnchantress\data\English. Both unit and player/faction traits are in there. Also you can get a list of all faction abilities by simply using the in game faction editor.

6 Replies 4,600 Views

[quote who="Tasunke" reply="14" id="3268303"]Vampirism: gain 25% health back from melee damage dealt.[/quote] This should just be the base Wraith Blood ability. That would make them interesting and unique. The game also needs more racial unit traits in general. [quote who="Alstein" reply="15" id="3268317"] Wraith heroes should get a chance at these traits as well.[/quote] This please!

16 Replies 15,372 Views

Jugs are fine because they are literally Trogs but the rest should be moved to faction traits. Blood traits are genetic, faction traits are cultural. Making golems and taking slaves isn't genetic. As I said before the purpose of blood traits is to make each individual races' troops different and unique. If you start mixing up race and faction bonuses you not only hurt customization but end up with basic troops that aren't unique. There is absolutely no purpose to mixing them up it

16 Replies 15,372 Views

I am going to come down very heavily against this. Blood traits are there to make the basic troops of factions unique and that's it. It's stupid and horrible for custom factions to make blood traits do more then that.Faction traits and blood traits are very different. Roseln needs a real blood trait not a pointless shuffle of traits. The 3 point heal from kills needs to be redesigned to scale, the end. If anything Golems and slaves need to be tied to faction traits, not the ot

16 Replies 15,372 Views

[quote who="seanw3" reply="24" id="3267280"]I am setting up my path of the governor to defend against spies. Might be something you like?[/quote] How did you do that? Spell protection?

34 Replies 38,033 Views

Updated to v0.92. Added Assassinate and Poison Well now hurts garrisoned units as well. [quote who="halmal242" reply="21" id="3266882"]Could this also be applied for the Path of the Governor. I mean make spells specifically available only for the gov path that use influence as its cost. Or even add espionage under the path of the governor to make it more worthwhile a path, instead of buffing Path of the Thief. Maybe add that path of Gov builds a tiny bit of influence so you ca

34 Replies 38,033 Views

[quote]Please change salted pork to salted fish or meat[/quote] But Hindus and Vegetarians should be thrown under the bus? Or at least the fictional digital ones? Ya this is such a weird and illogical post he must be trolling. Besides simply changing the name to meat doesn't mean it isn't pork. In real life could you eat the meat if you didn't know what type it was?

185 Replies 533,529 Views

[quote who="Edwin99" reply="13" id="3267046"]b. Support for Blocking Terrain: Line of Sight (Moderate)[/quote] Really really hard. What would actually be moderate would be to add tiles that increase ranged dodge. So if your on a forest or fortified tile you have a better chance to dodge ranged attacks. The current engine doesn't support LoS at all.

15 Replies 11,839 Views

All this attention has made me stay up and do some bug fixing. Updated to v0.91. [quote who="seanw3" reply="9" id="3266624"]One thing we are doing is adding espionage as the main economic force of the Warfare Tree. This will be a nice crossover into Path of the Thief Spells.[/quote] Feel free to use this stuff anyway you want.

34 Replies 38,033 Views

[quote who="seanw3" reply="6" id="3266614"]Can I add this to Master's Affliction?[/quote] Sure but this is a rough first release I rushed out because it's late at night... so it's undoubtedly quite buggy. I plan on polishing it up tomorrow.

34 Replies 38,033 Views

[quote who="LazyWacKo" reply="2" id="3266599"]the question i have is, does the AI actually use these spells?[/quote] It definitely should. I won't know exactly how it will use each of them until it is play tested a bit. I can then adjust the AI values a bit to make the AI use them better.

34 Replies 38,033 Views

This is a little mod I put together. It adds six spells to the game that cost influence instead of mana. This allows players to use influence in new and interesting ways. It also allows them to undermine their opponents and gather intel, adding a whole new subtext to the game. Incite Riot: +20% unrest in target city for 25 turns. Sabotage: Stops production in a city for 12 turns. Rebellion: Creates a Rebel Lair that sp

34 Replies 38,033 Views