Sorry about the broken link, not sure how that happened. Fixed now.
davrovana
Graphics still need a lot of work, but will release a beta probably within a week.
Do you have both the Ai and the world set to Expert? I have never seen the AI Have trouble with monsters, on any symmetrical difficulty settings. And I have played over 2000 hours of FE/LH at this point.
If only there as a path that could turn fame into other resources. Say, a Sorcerer...
Known bug: massacre elemental not trainable for some reason. working on it.
I lied, support for new LH 1.7 unitstat comparisons will be v.94. Moved the soul blade strike ability. I will likely remove the Paladin quests spells for now, as they are not working as I intended (They spawn on the map with other quests, cannot stop this grrr). Coming very soon, once testing is done.
Took down download link, this mod will be more substantial when I re-post shortly.
Ha, I just asked Primal the same question as abob101. Modder life y'all.
Sorcerer coming along nicely. Skewing even more towards strategic spells over tactical, so that mage really is the "battle" magic user, and the sorcerer only enters battle to level up or defend cities. I have given the sorcerer a way to level up without leaving cities, and I think it remains balanced. But he'll still have some nasty tricks over a mage in battle.
v.93 will soon support the new LH 1.7 unitstat tags for sword bonuses, just because it's cleaner than the BattleAutoCastSpell method currently employed.
Playing around with this, going to drop the attack bonuses in most or all cases and substitute with single, more unique effect (keeping silence for assassins on mages, armor pierce for commanders on defenders)
Posted! Check it out here
Oh and I'll be paying attention to Demons and wizards to make sure I don't duplicate any ideas abob101 did there. The Sorcerer will be a new type of magic user, likely few or no summons at all.
Working on a Sorcerer path. Features: -The sorcerer is meant to be like the "sovereign" in master of magic, or the upcoming E2015: spends most of his time in a city casting spells, supporting other champions -More powerful, but slower tactical spells. If a sorcerer actually manages to cast a tactical spell, the battle is likely over. -Emphasis on unique strategic spells with unique effects (nothing specific yet, have to make sure the tags support my ideas first
Modified the Arcane Vigor spell. No splash damage, but overpower lasts the whole battle. No cast time.
--DISABLED DURING OVERHAUL UPDATE-- This is my attempt to increase the value of champions you don't have time to level up, while keeping champions balanced against trained troops. -Every basic path but Mage now gets a once-per-battle tactical ability (except Mages). -Assassin gets an augmented tree with the master archer ability included, and poison damage bonuses. To give even those measly level 2 champions a chance at being useful in any ba
-Updated to .93 8-3-14- Surviving the early game long enough to open void gates that bring demons into Elemental? Sacrificing your populace so that the most powerful demons ever seen can enter Elemental? You must be playing as the Empire Of Dagorath! DOWNLOAD HERE FEATURES: -Void Sight ability allows you to build void gates that build up 'Eldritch energy.' Spend Eldrit
[quote who="GFireflyE" reply="80" id="3481264"] I'm running 0.92 [/quote] I've been making a lot of bug fixes to .92, maybe should change the version number. Try downloading again.
[quote who="GFireflyE" reply="9" id="3479091"] The Bound Brother Quest - From reading the commentary, it would appear that I am suppose to receive a Warg as a mount as reward, but I do not receive one. In addition, the Warg I defeated was VERY easy to beat. Recommend uping the difficulty of this encounter. [/quote] This is from the Paladin mod. I think you have an old version, update and this should be fixed.
Almost done playtesting the EMPIRE OF DAGORATH - a nasty Quendar sovereign who will sacrifice his citizens to train demon units, or can open portals to worlds beyond to recruit more powerful demons (assuming they don't try to kill him!).
Added paladin only equipment!
Moved the republic-only buildings for towns and conclaves lower on the tech tree, re-introduced a republic version of the labor guild. Will re-visit Magistrate towers and Senator's Hall after playing LH v1.7. Probably will make them match the new, lower bell tower and town hall unrest bonuses.
Changed the Spell paladins get with Life3 and Righteous Fury, now a 5-round overpower ability with splash damage for 5 turns. Re-arranged the tree to make bonded mount a choice not a requirement. Boosted the benefit from each sword skill selection. Merged the damage-by-unit type traits.
Last post from me, I swear. Consider the game lore- the Anathua used to be worshipped as gods, priests made sacrifices to them, etc. Doesn't it make sense that as the CIVILIZATIONS attract champions, the wildlands would too? And if you were Vetrar, and some measly Urxen mage came to offer his service, wouldn't you send that lackey right at those pesky civilizations growing up to challenge you? Spawning champions might make more sense late game, and they probabl