Although if your hero dies and yet you still win the battle, the hero/es that fell don't get any experience.
StevenRLynchAbundanceThatIAM
[quote who="random_thoughts_7" reply="353" id="3392173"] Quoting StevenAus, reply 352 Is there any way to have a trait a champion starts with that doesn't actually apply until a certain level? I've tried a number of things and am not sure if its possible. For example, I can have , and of a certain UnitStat_Level, but the bonuses (in this case I tried to boost UnitStat_Moves) all apply no matter what
I have now uploaded the mod to Nexus. Link is in OP. =)
For some strange reason, every time I delete the extra " tag, it reverts when I go to download the finished copy. I don't know why. Has anyone ever come across something like this?
I like the idea of magic related abilities for the non-mage, non-summoner paths as mentioned in Reply #78. I still think all classes need a counterspell of some sort - maybe the Warrior one could be "Throw Rock" which might cause the caster to lose their concentration. Maybe it could even be a ranged attack for no damage (or 1 damage) that gets judged as Accuracy vs. Dodge too! (instead of Spell Mastery vs. Spell Resistance as with spellcaster counterspells) If that is
Is there any way to have a trait a champion starts with that doesn't actually apply until a certain level? I've tried a number of things and am not sure if its possible. For example, I can have , and of a certain UnitStat_Level, but the bonuses (in this case I tried to boost UnitStat_Moves) all apply no matter what level the champion is. So, is it possible? Possible only for combat abilities? Or n
I don't think this changes which squares outside the city are affected though. With cities, I think it is treated as one "attack target" even though you can attack from any border.
I would think that they would not be in effect in enemy lands. My guess is that the radius affected matches the ZoC that is produced by that outpost that is not overtaken by enemy influence, but I could be wrong. I know that it is possible to have overlapping outposts that produce a greater effect on tiles within two squares of more than one outpost, if they have chosen the same outpost upgrade.
I'm not sure if editing the frequency changes things - I seem to recall Heavenfall saying that that didn't work. I'm pretty sure of it.
Maybe paths for non-mage, non-summoner could get bonuses to various stats per level. For example, Warrior could get bonuses to attack and spell resist per level somewhere early in the tree (or part of the path trait itself). It is possible to give decimal bonuses per level, it doesn't have to be at least 1. Defender could maybe get a reduced amount of attack per level, and some defense per level, and probably some elemental resists per level (+1% all resists, including p
That was quick. Thank you. =)
Hip, hip, hooray for Heavenfall! Heaven never fails, er falls. =)
parrotmath, it looks like you can't give a henchwomen life or earth adept (unless you customise one that starts with one of these) even though henchmen can.
I agree. I kinda like how the game changes direction depending on your first hero. But for all choices that you simply "must" have, you need to incorporate them into your Sovereign. This is my current Sov and Faction. I play to defeat monsters and quest, and I don't attack the AI players unless they attack me first. Difficulty for monsters and player AI is Challenging, all settings are maximised, max quests, random events, monsters, wildlands, resources and
The city hub gives research, production and gildar (I think all three are given at different amounts for each city type) for every level, so I think yes, that is the case.
I copied Steam and the games on it from an external drive to my main drive without having to redownload the game or Steam. I'm not sure if there are some other things I did to make it work though.
Good point. But maybe not if you use a Gigantic map. ;-)
If you choose the faction trait that gives you elemental spellbooks, you can get full Air, Fire, Earth and Water traitlines, not just Adept versions to L3 (as long as you have not built them with the elemental adept traits). So if you want a full-spell casting Henchman give the faction the spellbooks trait and Life Adept to the henchmen, which has all the important spells (basically the Heals).
With regards to Valakov's last post, monsters still get increases in stats that increase per level, just not any of the other stats, unless they are defined for levels beyond 20. For example, Attack and Armor don't usually increase with level, which is why there are custom level increases until level 20 which often increase them. Basically, the amount listed for the stats at a certain level is the base stats for that monster at that level - any regular per level bonuses ba
I generally play the largest map possible on Challenging/Challenging Monster and AI difficulty with the maximum number of unique Sovs, and I don't usually go for the quick kill. I use dense resources and magic, highest setting for quests, monsters, random events and wildlands, and regular production and tech pace. I also use Often for how often the Sovs resign - I find if you don't use that, you can almost never get any to resign even when they've been totally smashed.
To get a number of armies out of the city at once as one army, you need to click one, then shift- or ctrl-click the others (not sure which button it is, or whether either can be used), and then right-click on a square next to the city. Note they will form more than one army if you maximum army size is less than the number of units you have ejected. If the square you selected is next to the city, it shouldn't cost any movement points to move the army out, but it will cost
Well, I don't think there are new quests that are triggered by locations on the map, but there are several random events that trigger either a monster to fight with some special or valuable reward, and there are some quests you can follow. Also, if you have ever got any Assassin's Armor you know the Quest Pack is installed, as those things were only introduced as part of the quest pack. I'll leave others to give advice on the map-pack, as I had already bought it for
Yes, I'm interested in the wiki too. =)
Yeah, definitely it is more balanced, but it also means that you don't benefit as much from high essence cities. Well, I guess you get more slots to cast the enchantments on, but for Kingdom, you don't really need more than 4 to cast all of the troop-boosting spells.
Well, if this is happening in beta 1.3 the devs should know about it, as it is meant to be fixed (everything except smeagolheart's point - the AI still does not attack from reloading an autosave).