This was an incredible modding effort! Heroic that you could support it for as long as you did.
davrovana
The great primal has spoken with wisdom.
Hey Primal- i definitely did not design that ability in the context of a mod where other choices would make the Sorcerer useless. You're totally on the money about why I made it - as a counterbalance. I think you should make any modification you think is appropriate. Since you know the X.D. context better than me, you might know better how to make a change, and I am totally cool with the Sorcerer mod inside X.D. being redefined by you.
[quote who="Primal_Savage" reply="1596" id="3637808"] The game looks great, seriously! Played a few Seasons w/ version 1.4 and lost when Relias got murdered by a bandit (Wait, Sovereigns don't respawn in EWOM?!)... [/quote] I believe sovereigns were only 'immortal' inside their own territory. How did you get a copy???
wait...spoony bard... ff4?
Hey, commented on the X.D. board. looking into the issue.
Hey, I know that swamp issue came up before and...i can't remember what happened. i am giving it another look, will be in contact with Primal for an update if/when it can be improved. Thanks for the report.
[quote who="Primal_Savage" reply="1445" id="3629901"] At any rate, if the issue is mod-related... [/quote] Same issue occurs for me in my mod all the time. So either not mod-related, or both our mods are doing it. I copied your idea of making curgen's volcano a city-targeting spell...I wonder if that is leading to the tactical unit error you mentioned as a possible explanation?
Update coming, lots of small tweaks along with bugfixes that should have the mod smoother overall. New feature coming - forging 'ultimate' weapons with the Forge Of The Overlord
[quote who="Cruithni" reply="347" id="3626224"] There are no pictures for the summoner, priest or ranger path choices - just an empty box with the class name, but that's a minor issue [/quote] Check your mods/gfx folder. I think it only searches for images two directories deep - nest your folder more than that and the game may not find images. You did place the gfx in the gfx folder, right?
[quote who="Cruithni" reply="3" id="3625768"] Just realised it's showing an area of effect whenever i target to fire with her , so maybe it is working and a passive ability [/quote] hmm. Do you have mods installed?
you are (I did the first time). Check your hero for any new abilities he/she may suddenly have...
might require a certain stamina level before it is usable?
[quote who="Primal_Savage" reply="1306" id="3622548"] (For Modders: All Strategic UseSpell Consumables are affected by this) [/quote] Thanks for the heads-up on this Primal.
How to dual boot Windows and Linux (Ubuntu flavor)
[quote who="BernieTime" reply="14" id="3618740"] Just noticed something that I don't think is working as intended. On the Sorceror Path, the Concentration Skill adds +1 to casting times. The unintended consequence is that it also added a time delay to using a Bow. [/quote] I am aware of this - it affects bows and staves. I don't know how to fix it so that only 'true' spells are affected (in game terms, bows and staves cast a spell to do ranged att
[quote who="BernieTime" reply="12" id="3616650"] Just started playing a new game with your mod and really like what I've seen so far. The 2.0 update is also new to me as well. Are you aware of any incompatibilities with the v2 patch? I've been having a fair amount of game crashes, though I doubt it's Mod related [Microsoft Visual Studio ftw =P]. For all the good in 2.0, the new bugs are really, really annoying. [/quote] It should be totall
[quote who="GFireflyE" reply="189" id="3615810"] Are all of these mods still compatible with the latest version of the game, LH 2.0 ? [/quote] Only parrotmath can give the final word, of course. But I use Riverbridge and snaking with LH 2.0, no observed issues.
[quote who="jordan99" reply="1267" id="3615082"] i did hear it could happen in the base game [/quote] It's definitely a base-game issue, been around since Fallen Enchantress.
[quote who="jakedx6" reply="5" id="3613531"] Interesting, It surprises me that UX hasn't changed the game development industry much yet. With the epic fails of games the past few years. A user centric approach would match up very well with the way games are starting to involve players in on the development early. I was looking at the RTS build flows posted not long ago and it reminds me very much of the work I do day to day. Getting user feedback is great but a UX person could interp
My guess, based on my knowledge of games and my brief exposure to UX: Playtesters, QA, etc fill in the role of UX in the games industry, I would think. That's in terms of UI. As for new products and experiences, this industry is mostly churning out shiner new versions of old game genres (like hollywood) but with a higher polygon count or RAM requirement. It's not that a UX mindset wouldn't help create better types of games - it would - it's that innovation migh
Awesome!
[quote who="BlackSmokeDMax" reply="2" id="3604604"] As far as I know the FE mod manager was never ported to work with FE:LH. Did you do some work to get that going for LH? [/quote] Ah. Mod manager! I know nothing about that program. I'd recommend following the original manufacturer's installation instructions.
Empire of Dagorath removed (issues!) and some tweaks added to 0.93. Please re-install!