The problem is when you make a custom character you can pick many of these and combine them. Want to move and be ignored by monsters and start with 1000g? sure. Also be an evoker warlock? sure. They are all available. On normal difficulty these things should be overpowered, but the fact that they destroy the hardest difficulty implies some tuning is still needed. Personally the worst one is the invis to monsters scouting trait. It needs something like -20% damage and research
mdonais
Master scout plays very differently than non-master scout. Also it is the most powerful ability in the game. I think having abilities that significantly change how you play is great, but there needs to be some sort of trade off so you choose it as a play style, you do not choose it because it is amazingly powerful. Perhaps if it gave you a minus to research, production, attack damage, health, dodge, etc. Choose a few. It should also be split apart from move through for
As a lizard man I was offered Mire Slag and Horse, Comparatively the horse had: 1 more init 1 more move 10 more dodge vs ranged The mire slag had: 5 more weight 25 more poison resist The horse was much better as move and init are very important stats. Consider giving the slag 1 more init and move so it is trading 10 dodge for 5 weight and 25 poison resist. Or even make it better so that it is a bonus
Sweet, that fixed it. I tested it about 6 times and I saw a special river as I was testing so seems good now. (before it worked zero times) My 6th test had a 5/3/2 town with a wild grain, death node, and forest all adjacent so I had to stop and settle :P Consider making a race that trades off melee combat for free level 1 spells or something like that. It would create a new play style that people expect from a spell casting game but surprisingly doesn't happen much
Only with the mod, but i tried it 3 times in a row and each time it crashed when I pressed ctrl-n. I do have the rivermod installed (I installed all parts). I just re-read the installation instructions and I believe I have installed it correctly. The bonus step that I did was putting TerrainTypes.xml into the English directory. However, I don't see any rivers on the current map so maybe something is wrong as you say. I have a game balance sugge
I love the mod, great job. The races have so much more uniqueness and fantasy. When I found out elemental had only humans as races I was very sad. Thanks for fixing it. On an unrelated note, Ctrl-n crashes the game all the times I tried it. Maybe you can disable it if it isn't fixable. Thanks, Mike.
Heavenfall or SeanW are your mods updated for the new patch, could you let us know when they are, thanks. Mike.
The game would certainly be more fun if there were not 4-7 exp traits that you pick while levelling. Please remove most of them. Maybe leave one +10% for your squad in because it is a decision and has some gameplay. Mike.
You dont lose with no settlements, you can win the game with just a hero. Also in 952 there is a spell called steal city or something that claims to be zero mana if you never settle. Not sure if it is still true. Mike.
Well I won twice in a row on the hardest difficulty without ever taking a city or settling so you certainly don't need to press ctrl-n to improve your starting city. Mike.
related question: There is a level up trait choice of +15% exp, then the next rank says +20% exp and the next +25% exp Do these stack so if you have all 3 you have +60%? Theer are similar things like +1 init, +2 init. i always thought that these 2 examples don't stack, it just takes the highest but other ones do stack like spell evoker 1, evoker 2, etc. Is there one consistent answer? Second question: When making a faction/rac
Strongly agree To make insane harder and the fights faster try: +2 move speed, x2 hp and x2 damage. We need to lose on insane. Right now I am something like 6-0 on insane even with restrictions one game No settleing, no conquering, no towns, no research, no mana, no non-hero units. Just heroes. Mike.
Well I just finished. It was a easier than I expected. I couldn't use any spells except buffs since I had no mana income except the 2 you start with and later I had a staff that made 1/turn if I equipped it before hitting end turn. I had the circlet that makes buffs on your champion free so I had stone skin and regen on him, but rank 1 of course since I had zero shrines. I recruited 3 other heroes but one died while adventuring solo, which means he is permadead because I h
I was planning on doing the master quest or killing all of my enemies, seeing them driven before me, and hearing the lamentations of their women. Is there some reason this wouldn't work? I assume I can just raze every town? Mike.
Perhaps if pioneers doubles in price each time you made one (or went up by a percentage in price). Then you can keep expanding but it gets more and more expensive and you have to trade off more. Mike.
I am currently playing insane with the one restriction that you cannot build any towns or outposts. (not even an initial one) Feel free to join me if you like. Mike. EDIT: I won building zero towns, my notes are about 5 posts down.
I think if the magic schools had different play styles that would be awesome. I don't think spell category should be the path to get there but it should be part of the result. For example some playstyles: 1. Fire: Mana and casting strategy. Fire cannot improve cities. Fire can't help the economy. Fire takes a lot of mana to run since you kill people with your mana. 2. Earth: Building strategy: doesn't help you kill people but it is great for buildings impro
I was thinking Fire2 might be good because it adds 2 damage (or more) to each unit which multiplies it nicely. The same with Life1 because you can get bonus health on each unit. Might be too expensive mana wise though. The faction traits that give 10 dodge/accuracy and +3 init seem great.
Sounds like an awesome bug but why would you use units if you do 800 damage a swing?
Anyone have a good build for a unit focused custom hero? Which traits help them the most? Do any spells work especially well with them? Mike.
Hey Seanw feel free to link to your mod. I am interested in trying mods after I play this thursday's new beta 5. Everyone else thanks for the support. Mike.
[quote who="ins2" reply="1" id="3226382"] Wow! With one fell swoop you took us back to the days of WoM, reversed several months of game design and development by very experienced professionals and solved the game's biggest problem (which many of us do not consider a problem, but OK)! You should become a game designer! (no, seriously, give it a shot)! [/quote] Turns out I have designed dozens of published games. And thanks for the sarcastic response
Right now the biggest problem that you are better off not building any units and just winning with heroes. I thought a lot about how to fix it. I think we need to go back to simultaneously building units and buildings in 2 seperate queues but with one important exception. The settlers need to still be part of the building queue and everything else unit wise should be part of the unit q. Make sure the units have a cost, either upkeep or put some gold cost to pro
It was just a suggestion. I would have downloaded this if it was easy to install. Many other mod communities provide it, tested for viruses of course. I will probably install it anyways post patch but the patch on Thursday makes me not want to try installing and uninstalling it yet. Its fine though, it is your choice of course.
I would love if the installation was super easy. Can you make a exe that installs the mod for you? You could have a manual installation option for people who are afraid of viruses also. Mike.