Yes, I really enjoy the game, despite its flaws. And it has improved immeasurably since the first release.
StevenRLynchAbundanceThatIAM
Yes, I see what you mean. I do agree that for the things that we like, we like if they can be improved even more. But I guess passion has been driving Frogboy, and that is very succeptible to exactly what the form is of comments. But maybe he has been pushing himself too hard and is suffering a bit of burnout from doing too much of LH in his spare time.
If there is a city too close, you don't have the settle tile. I don't think there is any requirement to kill all the armies and/or clear all the lairs in Imperium to settle the tile, although you have to get most of them in order to get a pioneer through. I think you must have an AI city that is too close to the normal settle spot.
I've had it cross the level boundary when defeating the correct type of army or razing a city, but as long as I didn't do anything else, I still got the level-up the next turn. Maybe if you do it more than once it "forgets" that it should have given a level-up.
Then there was the Amiga, that was on at least a similar level in the eighties I think, but failed because it lost the marketing war with Nintendo etc. (IBM Compatible PCs were way behind for a long time after until they finally caught up and overtook where the Amiga had been).
Note, it is still a very small percentage of "us". Most of the LH gamers are very happy with the improvements. But there can be 1000s of people happy, and just a few negative comments which don't represent the majority that sink the ship. Players are not an amorphous blob, but they still get considered as one group.
Why not have an opt-in system where people who want to can have (I guess non-modded games only) a way where Stardock can look at the randomizer algorithm.
It also happens when you have a single use item with a mana requirement like some mods, it disappears after the battle (or maybe when you can't cast the spell).
I don't like some mods but I don't go on the modders' threads and dis them. There's a difference between not liking some mods and being disrespectful to the modder, who is after all, not getting any financial renumeration for it. If you don't like the mods, don't use them. What is the point of coming on a thread and being disrespectful to a modder when your only reason is that you don't like the mod because you think it makes the game too easy?&nb
I'm following this... even if I haven't played LOM. =) I really like your mods, their creativity and the way you expand the game to the maximum extent of the modding system.
Heroes of a Broken Land is a good little indie dungeon-crawler, with some kingdom management and multi-party dungeons. https://forums.elementalgame.com/450050/get;3420156
I've had a Dark Wizard with only 1 Unit in his army cast Summon Death Demon and have no result though, so it can't just be that there are too many units in the battle.
I have made a minor edit to my previous post, Reply #5.
Double left click an enemy when nothing else is happening - you can then look at the traits they've got. If they have Immune to Poison or Hardy then they are totally immune to poison and poison damage. =) EDIT: Of course if it is a hero and they have Hardy or Immune to Poison but also have the -50% Poison Resistance Injury (Chipped Tooth), they will only have 50% Poison Resistance.
EDITED: I think this is a really fun little indie game, with a lot of replayability and the need to be careful when positioning in dungeons (traps, monsters, and turning corners when both ways are valid) and dungeon fights, and be ready to exit the dungeon when low on mana and mana potions. Your facing when you meet a group of monsters is important, and can make the difference between getting smacked and lightly grazed (there are three scenarios: normal - both sides are facing e
It is quite fun, but the graphics lower the experience a bit. I would take it that the graphics how they are is how they'll be in the final version, though I may be wrong. It is easy to play a lot of it though, and even the smallest map (tiny) last a long time
As long as the AI doesn't cheat and cast them when the whole cooldown hasn't expired yet (as I think it can still do).
There should be a floor on research from any source that says it can be no lower than 0%. So it would be like unrest "Capped at 0%". No matter what modifiers you have, if it adds up to less than 0%, then it is exactly 0%. Of course there would be no cap - it could be greater than 100% (unlike the cap for unrest).
Bacco, before you defeat him, levels up with any bonus to monster player. I'm not sure if that is the difference between the two different Baccos.
The "Dead" race is in the newest DLC, The Dead World. To get the full effect in a custom faction, you need to choose a custom race that uses the Dead race, AND have Undead (which costs 2 faction points), which gives free wages and the Graves limit for growing your cities. You get no natural growth, but any growth bonus still works - you are limited by Graves space rather than food, so ignore the food yield of your tiles. Ideally you have 1 food, enough for proper graves, a
I've used the XP mod, but I changed the settings to 101, 201, 301, 401, as in GFireflyE's mod. I play on Gigantic maps with a Custom Female Ghost Sov (Spirit is handy) against all the AIs except Procipinee who is on my Team (but in my latest game she got eliminated by Monsters, naughty naughty ;-)). I thought that the monsters sped up a bit too quickly on your default settings when you have a Gigantic map with 10 other factions.
I think any difficulty level above Challenging gives the AI lots of free traits. Though if you happen to capture one of their units (Tame or Silvertongue) you get to keep the extra traits (although obviously not the HP bonus).
Yeah. As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are. Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?
I agree! Derek, have you fixed up the bug that if some heroes get killed by a strategic spell, but the army leader doesn't, that they get immobilised in enemy territory rather than getting teleported to the nearest friendly city? You'll have to work out how to separate any hero that dies from the rest of the army in order to make sure any injured heroes get taken back to town.
AFAIK it has. At least two of the DLC04 files were updated recently on my setup.