Haste and Divine Speed are enchantment. And they're so ridiculously good that I tend to give Commander and Tinkerer and Guardian all 8 Enchantment books to maximize the odds at them, and take /any/ spell research that's quick to do until Haste shows up. Usually doesn't take long. And once I have it, I get to completely re-evaluate combat comparisons, because it's that good.
fmalfeas
I don't remember exactly how much, but it's enough that when I make troops with champ armor, I make them as a 3 man party, and then pay the gold to bring them up to 6 man, because the crystal cost is astonishing. And a full suit of champ plate (it'll be mixed in with regular plate in the shop list) runs a couple thousand gold.
Also, the Cannot Dir /should/ read Cannot Die. You put that enchantment on a non-hero. Say you have a unit of high-level archers that pulp the enemies, but being archers, they're still at risk of being gibbed with bad luck or a fast enemy. With that enchantment on their gear, if they die, and you win, just like a hero, they'll be at 1hp again after the fight. If the whole army is wiped, they'll respawn at your capital like a hero.
Enchantment gives you very powerful tactical buffs. Especially Haste and Divine Speed. Haste, for a whopping 8 sp, gives +15 initiative to the target, often giving you 2-3 consecutive actions before the enemies get to go again. Divine Speed gives +20, and when first applied, immediately triggers an additional turn for the target (so if you use your big-hitter troop, then cast it on the next unit's turn, but on the big hitter, it's like you used Comma
Ah, you found items from Legendary Heroes/Fallen Enchantress! Relics of the war against Ceresea! (Kinda like how you can find Fallout 3 stuff in the code for New Vegas.)
Could also, instead of tying enchants to materials, leave materials for the items themselves, and tie enchants to spellbooks. Because right now, I've found that the best way to handle Tinker or Commander is to customize them to /8/ enchantment books, and no others. So instead, say you want to be able to put +2 physical damage in a slot. Well, that's the kind of thing that sounds like bigger muscles, so we're looking at the Enchantment school. &nb
All of them, if they get established, break the game. I killed a combat rating 120 enemy party with a single ungeared scout as the wizard. First turn - Haste scout, scout uses silver flute. After that, Wizzy just nuked the crap out of everything, and the scout would read a blizzard, fireball, or flame wave scroll. And the guardian...on large maps, she's got some issues, as she's a slow roller. But on small maps, she's so OP it's n
I don't think it's OP. In several games (wiz, guardian, tinker) I've gotten exactly /1/ flawless crystal from any source other than a crystal mine starting to spawn chests. Which places a large number of crafting options out of reach when you don't have those crystals.
[quote who="Alstein" reply="79" id="3592168"] Wonder what people think about the Stamina system? So far it doesn't seem very fun to me, though it might have been necessary to keep initiative from being the end-all decider. I do like the AI improvements and bugfixes, though they have made the game a lot more brutal than it was before. [/quote] I like the stamina system.  
[quote who="bladewinddraconus" reply="7" id="3592037"] And to annoy the tinkerer, arrow crafting gives arrowheads, 3 atk accessories, instead of giving you bows to craft... I can stuff platinum ore into equipment for +8 atk a piece of gear. [/quote] Regarding that, you can stuff those 4 plat ores onto the arrowheads, making +11 atk accessories that you attach to a unit of humdrum archers (with rain of arrows) making it effectively +33
Can also occur if you use the Tyrant's sacrifice on a summoned unit to get another cast. Except instead of showing up twice, they'll keep showing up, but will be dead, and thus unable to take any actions, and if you autoresolve the battle, they'll be in the armies list, uselessly.
One thing worth noting here is in the Relations page, you can look at the personality traits of the AIs. If you see Unstable...well, be prepared for bizarre actions. Morrigan is almost certain to have it, which doesn't help the AI's issues with The Dead's mechanics. The AI, sadly, is obsessed with expansion, which cripples them, really. They expand too much, too fast, and end up with a huge unrest penalty for multiple cities, to the point w
I suspect that's supposed to be Cannot Die, rather than Cannot Dir. Which is a trait that lets a non-champion return to the capital instead of croaking if they fall in battle. Extra nice thing to hand out if you, say, hypnotized something really cool.
I'm usually swarmed by bandits, but I usually play Tinker or Guardian as well. The problem I have with Resource Harvesting is that I can claim 15 resource nodes, and /none/ of them will start producing crafting mats. Or the first one I claim may do it. It's so unreliable that I'm rapidly becoming less than fond of it.
Drogon starts slow and kinda weakish. He ends up pretty much OP. Legendary Axe + Dwarven Rampage. I just did the final fight, had everyone else use their defense boosting skills because I wanted to see just what Drogon could do. He snuffed out every single one of the Sorcerer King's minions. ALL OF THEM. One turn. And then ran up and took half the SK's health in one shot. The SK tossed a fireball at him, which Drogon took a whopping 9 da
There's a stand alone mod from, I think, xtradeconstruct that makes more room on the path choice screen. 6, 7, 8, 9, or 10 path options displayed at once, depending on which you install. I use the 7, of course, to work with Paladin and Sorc.
They do show up from time to time, but when I want to go sorc, I make my Sov a sorc, or train a henchman for it. Though I did learn that training an Exemplar as a sorc or mage didn't seem to accomplish anything.
[quote who="davrovana" reply="35" id="3590817"] Quoting fmalfeas, reply 33 Oh, Davrovana? What would I have to tweak to get the Snaking mod to work with Republic piers and lumber mills? Or could you whip up a version for that? Somehow I never thought to do that
Also, Dav? I just searched my computer, and I don't have Life_Death.str, and I have the latest version of Between Life and Death downloaded from Nexus. No sign of that file anywhere.
Oh, Davrovana? What would I have to tweak to get the Snaking mod to work with Republic piers and lumber mills? Or could you whip up a version for that? For Kingdom, i can incite a forest if I leave a spot so I can have a lumber mill later, but my poor, poor piers...
I'm massively looking forward to it! (And hopefully to a run where I get that PalaBear! FOR JUSTICE AND MAULING MY DINNER!!!)
I'm running the Beyond Life and Death mod. LH 1.8. Had 7 heroes in my big conclave (5 were henchmen, and four of them and one of the champs had just gotten back with good gear for the guys who lived in the conclave) and got attacked. City had Wall of Fire and Pit of Madness on it, and I had Arcane Weaponry and Companies, so I wasn't too worried. Clicked manual because I wanted to watch and see how the wall and pit messed up the attackers.
Trogs are big vicious aggressive nasties. I wouldn't see them gaining by being masochists. I'd see it more like the Warrior ability. Instead of gaining over time, gaining by dishing out damage. (And Trog champs/sovs who pick warrior stack the two dealing damage gains, rewarding them heavily for a very, very aggressive policy on the battlefield.)
I've seen people wanting a different name than Stamina. Why not something like Focus? The longer the fight goes where you don't pull some big flashy thing that disrupts your focus, the more it grows, the more 'in the battle' you are. With warriors and assassins naturally having an edge in getting primed for those big flashy things through the assassin sizing up the mark, or the warrior just getting into the thick of things, vs the defender's 'path of
I'm not sure what's going on, but every time I use a Fury party, it only shows 1 fury, and then when that fury party takes an action, the game crashes. Consistently.