And now it 66% off on Steam(13,59 € ) and 33% on first expansion for those that are waiting for a sales pitch
tmonberg
And now it 66% off on Steam(13,59 € ) and 33% on first expansion
I remember not having a mana cost for having Mantle of Oceans running....that seems wrong considering how powerful it is. you've seen this as well?
ough - same loot item - it always makes me cry Tried to test this when starting with two different factions, didn't hit the issue there. I think you're about the ctrl-n is the quickest way to see it
I have observed this several times Game 1: On the first champion selection you get your two choices of champion. Game 2: If you then decide to start a new game(not logging out of the game), you will see the exact same two champions at that selection. The issue seems similar to that of Wonders gremlin(a cashing issue?).
Birdman - I found it brilliant Jupiter Ascending - visually very nice, and the action for the most part was quite good. story and some of the acting, not so much,
my install is 1.8.b, so that explains the shaman, hermit thing
I also noticed that the Darkling shaman(perhaps also Wildling hermit) also did not have a weapon Here it is by design, right. They are more dangerous when backing away and throwing multiple Coal-stones in your face :-) One thing about the Crows, all of them have a base attack of 0. That means that they will have the same attack power if on the same lvl. I would have imagined that the Crow and the Ancient would naturally have a slightly higher base attack than th
Hi Primal It seems the Crow Demon does not have an assigned weapon in the XD_Creatures.xml, as both the young and ancient does. so the creature is spawned with an attack of 0 I am assuming this is not by intend? with regards /monberg
the Crow Demon did not have an assigned weapon in the XD_Creatures.xml, as both the young and ancient had so I am guessing that was the problem
I am playing with a custom faction with Binding The young crow demon has a weapon, air elemental's spear, but for some reason the Crow Demon is weaponless I suspect Xdeconstruct mod because i have only included parts of it, perhaps I am missing an items file? As far as i can see in the XD_Creatures file there is no indication that the Crow Demon and Ancient Crow demon has a weapon I have included screens of my
@Nightmurderer, yeah, noticed that now(yay me for not reading wiki to see if it was intended)
I have found an Issue with the Kingdom of Urns All upgrades to Outpost has vanished, and only the new upgrade type added to the Race is visible https://dl.dropboxusercontent.com/u/61722400/missing%20upgrades%20outpost.png
mmmm soul-destroying I already love the sound of that, this is going to be a party! it is just a question of selecting some music that matches the assignment and get to work i suggest Sunn O))) https://www.youtube.com/watch?v=v90ldK_8f_U
To sum up In the XML - change "RarityDisplay" from common -> common1/2/3 - change dropsites to handle the new rarities.(does this have to be done in core files?) Primal_Savage can you show a XML example where and how to do the second step? Does anyone consider adapting this in a mod?(Black Market B
Dhuran, have you considered adding a few champions(lvl 3,5,7,9) that has the Gravelord path. It could be a nice addition to have the possibility of selecting such champions in the later game
I really appreciate the pack of Drakes that decided to roam my land early in my latest game.... They were a menace and I had to wait for what felt like forever to get a decent group to get rid of them
I have a suggestion for a mod: a Kingdom counterpart to the Cyndrum Demon. I am thinking a "life enforcing" spellcaster type elemental/demon. Spells that boost your other troops in the group, as it is from a life shard.
In tactical battle when you succesfully tame your final opponent(and battle is finishes), my Rockspider has twise come back from the dead. It was killed during the combat phase but after battle was finished it was with my main group again As said, it happened once, and I succesfully recreated the bug.
Agreed on 'Gamblers Strike' is not working as adverticed
Sounds quite interesting, and should be fun to try out. I think I would do it slightly different though. Simply setting the rule of no more than 1 Hero per army. There will be no stack of doom, but it will give some flexibility toward doing quest, and killing of monsters.(could also limit the hero number as I please) what benifits are you experiencing with the Sovereign in the city most of the time?
I like the the shared mana pool. I also agree that an individual mana limit in tactical combat is the way to go. I'm thinking intelligence based, for example 2xINT for the caster(or even just INT). Any tactical spell obviously still drains the global pool. (in an immersion context a limiter is an expression of battle fatigue, and here the mental side) You should also be able to find items that can boost the tactical limiter.
for question four. The cast enchantments are bound up on your spellcaster, so you can access, and cancel, those by choosing said hero, select the enchantment tag and then do your deselection there
thanks for the great work Heavenfall, this MOD removes a lot of the unfortunate stuff in Elemental.
As stated above I am able to grab stuff from Notable Locations lvl 3 even though I have only researched to lvl 2. Playing on Empire side