I believe you may be on to something. I'll have it fixed for the next update.
mqpiffle
Here's a preview of my new icons. Each element has its own color scheme, and each element combo will have combine colors from each scheme. Let me know what you think.
Dead link in OP now fixed. Sorry 'bout that.
I'll get that fixed ASAP. Thanks for the heads up. BTW for the next update I'm working on updating the icons and paintings for the spells I've made so far. They're going to look pretty drab and uninteresting because I'm no artist, but at least they'll be unique enough that you can tell them apart visually. And maybe there will be a new spell or two thrown in for good measure.
Not d/l'ing a new version... Folks have been downloading it, and I don't have it hidden. Anyone else seeing this problem?
I've discontinued uploading anything to WC because of the seemingly random wait times for mods to get approved, while some folks have bypassed this approval system. Ridiculous.
There needs to be a truly comprehensive guide as to the modding capabilities of the game engine. Kael wrote a similar guide for Civ V, but not his own game. Kinda makes me scratch my head a bit. FE as it stands now is definitely not what I would consider mod friendly.
Monk (and probably militia) has blunt attack and the ob golem has no armor for blunt. Not terribly surprising that they won.
Yeah I discontinued uploading to WinCustomize...I'm way too impatient to wait for them to approve my files before they become available.
You can do BattleAutoCastSpell from a trait. Look at the Amarian blood trait.
Sorry, I thought you were adding this to bows, but that wouldn't work either. Have you tried making this into a level-up trait?
Root is single target (range 5), Roots affects all enemies.
ApplyToCaster > 1 ApplyToCaster > Duration > 1
There is actually defense and resistance for each element. To answer OP, elemental attacks are not affected by physical (blunt, pierce, cutting) armor.
v .61 released. Download here. ***Please delete all previous versions of this mod before installing v .61. *** Thank you.
Are people uploading their quest creations to FE Nexus ? Please do if you're not.
v .60 released! Download here . [quote]v. 60 + Added six new spells this update: Ice Floe Water 3 Tactical Cost: 34 Cast Time: 1 Range: 0 Radius: 5 Cooldown: can not stack A thin ground cover of super-slick ice emenates from and covers the ground around the caster. All creatures caught in the ice suffer movement reduced to 1. It also makes melee combat somewhat chaotic
[e digicons]8|[/e] [e digicons]:puke:[/e] [e digicons]x_x[/e]
Thanks! I'm currently working on some new spells across many (and multiple) elements for the next update. Could be up as early as tonight...we'll see ^^
I will take a look at these and see what I can do for the next update. Really nice ideas... If you've been playing with AA I would love some feedback, especially balance-wise.
Awesome!
FWIW - after a bunch of testing and tweaking, it seems like the TacticalUnit effects (prone, lose turn, etc) don't play nice directly with ApplyToTile. I've found a pretty cool solution for the ice spell I'm working on however [e digicons]}:)[/e]
Now available on Fallen Enchantress Nexus .
Now available on Fallen Enchantress Nexus .
[quote who="Heavenfall" reply="1" id="3278512"]No idea.[/quote] I win! Stump the Heavenfall... [e digicons]\o/[/e]