I agree that warriors could use more 'offshoot skills' off the lethal line.
mqpiffle
When the Cindercorpse killed my unit with Inner Fire it raised an Assassin Demon (named Skeleton_Burining btw), not a Cindercorpse as it says in the description for the spell. Here's the GameModifier as it currently reads, I'm assuming something is wrong here. Unit  
[quote who="Derek Paxton" reply="3" id="3333027"]Could you link oyu debug.err form a game having this issue please.[/quote] I will post the debug when I see it again. Thanks.
I'm also getting the missing tech names now. debug.err
All sorts of other portraits are randomly disappearing now. Not sure what's up.
That's a big nerf, between that and the cleric nerf.
Also, just completed the Brothers Sparus quest and no portrait for them either. I'll try restarting my game. EDIT: portraits came back from restarting the game. Is there anything I could do if I see this happen again? debug.err?
[quote]50% less Ogre crotch[/quote] [e digicons]:thumbsdown:[/e]
[quote who="klaxton499" reply="1" id="3332934"]New players will not even realize they are slowing the growth of their heroes by stacking them. [/quote] They could make this obvious in the end of battle screen somehow.
[quote who="Kantok" reply="2" id="3332702"]UI behavior from EFE[/quote] Ah ok. Didn't realize that.
Early game, weak Mage. Unit placed in the back.
Yeah it looks a bit blah.
I think that like all other combat abilities, swarm should be ability to be chosen, not some all-mighty mechanic which makes or breaks the entire combat system.
Nice idea.
'S' will center the currently selected unit.
In ElementalDefs.xml there is a tag where you can universally change the number of accessories champions can use.
Been playing ten minutes: so much better! Thanks SD!
There's no email, just check the Stardock store for your Steam activation code.
Is the Value tag necessary?
[quote who="Heavenfall" reply="2" id="3332319"] Also try UnitOwner_GetNumAllShards I see it in the fallenenchantress.exe code but I don't know if it includes everything right.[/quote] I'm pretty sure it's not working correctly.
[quote who="sweatyboatman" reply="70" id="3332263"]Isn't the problem that mods break updates and vice-versa?[/quote] The biggest problem is that we don't have a consistent and reliable way to execute our mods without overwriting core XML files, which just makes using mods more of a hassle for the end user. So, to answer your question...sort of.
[quote who="Frogboy" reply="69" id="3332260"]Derek and I have made a list of features and improvements to the tools and such that should help modders in LH. But after the release of LH, there won't be any engineering hours spent on mod-specific features. [/quote] Now I know exactly what to expect. Thank you.
Sorry Frogboy, but just because your game is closer to being mod friendly than another game doesn't mean it's 100% mod friendly. The fact that InternalNames don't get overwritten from the MODS folder in a consistent way is a pretty significant issue. If you aren't going to put labor hours into fixes like that, then just say so. I think many of us will understand and either put the work into hacking the core code or we'll just move on. But
[quote who="ben_sphynx" reply="14" id="3332114"]I would like to see more city buildings producing defenders. A smith might appear with a big hammer. The cleric might turn up from the shrine. The alchemists guild should send some alchemists with some scary exploding things. Some lumberjacks with their axes, etc...[/quote] This sounds pretty fun.