An update on what was going on with my henchman: apparently the Magic Missile tooltips will disappear upon saving/loading (or just taking the Improved Missiles trait, I haven't figured out which quite yet), while leaving the spells themselves available for casting in tactical. Just a visual bug.
Emperorjarin
So, I've been playing a game with your mod, and it's awesome. Getting a dragon or two running around is, basically, the best thing ever =D But, I think I've found a bug with the mage tree and Decalon spellbooks. I trained a Henchman with the intent of making him a mage, and bought him a couple spellbooks right after he trained. When he gained a level, I took Magic Missiles and, as expected, got the life and fire spells. But, when I saved and r
I remember when he was first introduced it was a one-on-one battle, but that was also back when the dragon shrine quests were the way to quest victory. I'm a little sad to learn that you no longer fight him solo (goes to show how long it's been since I've won via quest).
I remember Sean modded the Mirror Elementals to have massive amounts of HP in order to make them useful at their intended roles. Still no armor, but when even the weak one has ~60 hp, they don't need armor so much. Besides, every point in damage they don't take is one less point of damage their attacker takes. For the fire demons, does their tactical ability permanently raise their attack? Or is it only for the duration of the battle? If it'
Offering/demanding tribute is basically a NAP being paid for by the weaker faction. It makes no sense to have your permanent allies paying you for 30 turns to do something you were never going to do anyway.
[quote who="Publius of NV" reply="3" id="3356842"] I just saw an army consisting of the "Pioneer" champion plus a real pioneer unit. Amusingly enough, when I fought them, when I moused over BOTH units in the tactical map, it showed the info card (in the lower right corner) for the Pioneer champion.[/quote] This bug is also present with any Altar henchmen you train that share the same starting name. In FE, this used to be fixed by renaming the units in question, but a
[quote who="parrottmath" reply="1" id="3356792"]I wondered if they were going to fix this problem or not. If they keep it around may I suggest that they use the banshee texture for their bodies, instead of the wisp one. That way the black goes away and you are left with an outlined character instead. I've done a couple of tweaks beyond that but that is the best I've gotten thus far.[/quote] They had actually fixed it in the last couple patches. It's only in my most r
[quote who="Publius of NV" reply="4" id="3356593"] The main time I see it is when holding control and trying to click to select multiple units in cities. Cursor tremble so bad it's almost impossible to click on the units.[/quote] Like Darxim, I use shift, but this is also the only time I notice any cursor issues. It's been around forever, I've kind of just accepted it. I would hope that if it was able to be fixed, it would have by now.
[quote who="puntarenas" reply="7" id="3356578"]do something about Mages being so vulnerable to distance attacks, maybe rethink the whole armor profiency distribution in class paths[/quote] Maybe as part of the Aeromancy trait, mages can get an innate +25 ranged dodge? TBH, I don't often have problems with archers sniping my mage, so it's not something I've thought about.
[quote who="phazonfreak" reply="11" id="3356514"] Yes, Stealth cost 2 points and Warriors cost 1, now they have 3 points (Warriors +1, Master Scouts +1, Assassin's Tools +1, Masterwork Chainmail +0) spent across their traits like all the other factions. Still, I think they are too close to Tarth and not really fleshed out together with Capitar. They have been brought back without really fitting them into Legendary Heroes.[/quote] I actually think Capitar has been fleshed out
[quote]Removed the cooldown from the Fire Shrills Embers ability Removed the cooldown from the Water Shrills Slow ability Removed the cooldown from the Air Shrills Static Blast ability[/quote] OH GOD SO MUCH PAIN FROM THE SHRILLS OF DOOM Seriously, fighting shrills is going to hurt now. I do hope their challenge rating has been buffed comparably.
I doubt it, considering that was the only thing that made umber unique. I'm betting they gave them some sort of penalty. A man can dream, though. A man can dream.
I'm gonna tell myself that they got rid of Stealthy and created a snake trainer trait, just for Umber. Nothing will convince me otherwise. [e digicons]:pout:[/e]
Umber has 1 too many points spent on their traits. Either they need to lose Master Scouts, or get a drawback to bring them on par with other factions. Or (better) get rid of Stealthy and replace it with a new trait that lets them train Naja and Ophidians like Cult of a Hundred Eyes.
The summon familiar spell was taken out of the tech tree and made into a sovereign trait. Of the vanilla sovs, only Ceresa has the trait. EDIT: Speaking of vanilla factions, Umber has 1 too many points spent on their traits. Either they need to lose Master Scouts, or get a drawback to bring them on par with other factions. Or (better) get rid of Stealthy and replace it with a new trait that lets them train Naja and Ophidians like Cult of a Hundred Eyes
[quote who="Anelyn" reply="3" id="3355925"]All upgrades are cumulative in the game.[/quote] Except buildings. If you go to a city with a shard attatched to it, it will highlight the differences between the lower-tier building and the higher-tier one. For shards, the bonus goes from +1 mana > +2 mana, with elemental power remaining the same. Thus, the net bonus from shard upgrades is +1 mana income per tier, per shard.
[quote who="Anelyn" reply="1" id="3355920"] BUMP. Also, the power gains in shards from upgrading (played with Queen Procipinee this time) doesn't update on top of info screen. If I have a an earth shard, and research immortal codex and upgrade it, it should read 2 instead of one according to description (earth power season 1 > +1). Otherwise is hard to tell how much your spells are affected by the shards and their bonuses from the spell book (which do
[quote who="parrottmath" reply="1" id="3355758"]The problem is that this amount of XP is fine for low level characters (level 1-4), but at these higher levels it should be an increased amount. This battle should have easily provided 32 XP, or at worst 24 XP. Then with the split it would end up being 16 XP to 12 XP per unit.[/quote]3. I completely agree with the first statement, but I think your numbers are too low by a lot. For beating Abiex, a level 18 "boss," without a single
[quote who="Heavenfall" reply="11" id="3355496"]- 8 - While stationed in any city, that city ignores half the effect of unrest on Gildar income [/quote] I have a question about that particular trait. Since currently gildar production and unrest are not related to each other, does this mean that the city in question will receive a flat +50% bonus to income, a 50% bonus to your city's total gildar production (40% production on low taxes becomes 90% gildar production), or
What map are you playing on? Having never played any of the loadable maps, I have no idea which one you're talking about, and I'm sure the devs would find that info useful as well.
[quote who="Azunai_" reply="18" id="3353832"] yeah i agree that the traits should probably be removed. they aren't useful. in fact, i consider them a trap. a player who doesn't know the game very well may think they are useful and pick that nonsense instread of using the actual traits of their path. which leads to totally useless heroes in the important early part of the game where heroes are the key factor for a successful game. by crippling them with potential, you might just
As of .85, there was a loop when you tried to recruit Daxis but lacked the funds. There's a dialogue option to come back later, but it simply loops back to either recruiting or fighting the slavers. Choosing not to fight (trying to recruit without leaving the dialogue box) results in an infinite loop. Haven't seen this quest in .87, so I'm not sure if that issue still exists.
[quote who="Lord Xia" reply="15" id="3353738"] These should all be removed from the game. What a lame ass level choice, let alone 3 or 4 choices. Take them all out and change leveling so we level more and faster. Make the choices something fun and not something lame.[/quote] Having defended potential all through FE, I am finally ready to admit that this trait tree should be retired. The bonuses should be innate considering how freaking painfully
I don't understand some of the people who post here. It seems like any time something becomes slightly more than situationally useful, they demand it be nerfed to the ground. OTOH, uninteresting or underpowered mechanics are praised for being balanced. *shrug*