[quote who="jutetrea" reply="12" id="3416645"] Also, just from the post above - is there any way to simulate talent growth? Blacksmith turns into Master Smith over the course of time/levels i.e armorer level 1-10, +50% trained unit armor. Level 11+ = +100% trained unit armor. Probably not necessary since most bonuses are %'s, but if possible could go the way of additional benefits at higher levels. [/quote] <
mqpiffle
[quote who="jutetrea" reply="11" id="3416643"]The change to sovs/profs/background seems to make sense. The unitstats and weights/encumberence pieces seems to be quite ambitious and seem to be quite a bit more work that would delay a useable product. [/quote] The unitstats are used to create more specialization in the Talent pool. It's a pretty simple change actually, and will open up a lot of options at Sovereign creation. The encumbrance issue is ambitious, a
[quote who="Wauthan" reply="9" id="3416346"] Looking very interesting. I agree that the Sovereigns choice of specialization doesn't feel like it has much impact on anything but the early game. I hope you don't mind but I have some suggestions for name changes, just since they felt a bit odd for the leader of a nation. Then again I guess the setting allows for a Sovereign that comes from just about any background. Blacksmith -> Master Smith Gemologist -&g
Here's how I've applied these new Professions to the existing Sovereigns: Relias: Troubadour Carrodus: General Ceresa: Mystic Irane: Sergeant Karavox: Sorcerer Kulan: Scholar Magnar: Elementalist Markinn: Blacksmith Procipinee: Enchanter Verga: Warlord I'm not married to these decisions by any means; I'm absolutely open to suggestions here.&nb
Status update: Complete: Professions are now completely coded. Vanilla sovereigns have been assigned new professions. In process: Creating new UnitStats to differentiate between weapon damage-types and armor protection types. This implementation is not like the FE system of weapon vs armor types, rather these UnitStats will allow me to add more detailed specialization of weapons and armor thr
Thanks abob for your brilliant work here.
Congratulations and best wishes to all involved!
The spell XML is missing this tag, so it's officially a bug. 1 You ought to change the thread title to include [Bug] so Derek will see it.
Some wishlist fixes/changes: Please fix AI units in tactical being able to stack units on the same tile. The happens especially with ranged units who hit the edges of the tactical map. The auto-defend HUD graphic is really wonky: it rarely accurately shows the units actual auto-defend state. In some cases, two little shields are shown on one unit. When a strategic unit arrives at it's go-to point at the end of a turn (after hittin
Go to war with all factions you meet and let them come after you.
The city-style is the same as all of the Empires, so I don't really understand what the gripe is there. The militia being Resoln is definitely a bug. The way I've been growing my cities is to go to war with basically all factions and let them come at you. Fielding an army with The Dead is not a problem because trained units don't have upkeep costs. It kinda seems like The Dead need access to the Corruption spell somehow to help with growth - maybe they
Legendary Sovereigns Professions and Talents This mod is currently under production. More information to follow. Synopsis In Legendary Heroes and Fallen Enchantress, creating one's own Sovereign to potentially unite all Kingdoms and Empires under a single banner is an exciting and enduring part of the game. Choosing traits, professions, sta
ignore.
[quote who="iceboy105" reply="56" id="3392075"] Update for LH?[/quote] You can use this mod in LH if you desire.
[quote who="Derek Paxton" reply="3" id="3395164"]16. Yeah, we talked about that. The problem is a UI one of trying to figure out which outpost you are upgrading. We ignore that for resources because its unlikely you would have multiple resources of the same time by the same city and all resources are global (so it doesnt matter as much which iron mine you upgraded). Outposts apply local effects so your suggestion wouldn't work out as well.[/quote] How about a subtle floating indic
I compiled this list a while ago. Maybe some of the ideas in there could still be of some use to y'all? https://forums.elementalgame.com/442451
+1 https://forums.elementalgame.com/442451/page/5/#3351901 (first suggestion listed under Main Strategic UI)
I've been finding that on tactical maps with obstructed terrain (mountains, forests, chasms, etc) that often, melee units will get stuck behind the obstacles, apparently in an effort to reach their target by traveling the shortest route rather than move around to reach their target. I haven't seen this in previous versions. In the image posted below, the skeleton group (and other mobs, already killed) has been stuck behind the chasm for about 20 tactical turns now.
I think the key talking point here is business strategy. Should a software developer give add-ons for free to drive future sales of the base game through word of mouth from intensely loyal fans, or should they prop their profits by selling content through DLC to already existing loyal fans, with the downfall of alienating new potential customers? If the single-player PC Fantasy TBS genre is as narrow a wedge of the gaming pie as I suspect it is, the latter option is prob
Maybe the Hunter profession should have a special bow ability along with the damage bonus vs beasts. I've messed around with modding a similar idea I call Hunter's Mark, which is an ability that requires a bow to use, giving the caster +50 Accuracy, +50% damage, +25 Crit Chance, and +1 Crit Damage Multiplier during their next action. So basically you would sacrifice an action to get an accurate, powerful, and potentially extremely crippling shot off. I actually gav
[quote who="caxopog" reply="32" id="3378206"] Quoting N1ghthavvk, reply 30 After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units. So this "nerf" is definately justified. yes, looks like it's cause of armor mechanic i think armor works like float number, not percent value and (for example) without CB damage i
Thanks for the fixes and the new DLC. Really great stuff. Fix suggestions: Please fix the unit upgrade UI so that it does not auto-close after selecting an upgrade. Please fix the spellbook UI so that city enchantments don't randomly disappear from the list after casting a spell.
[quote who="parrottmath" reply="8" id="3369034"]I suppose that I could change it from +1 fame, to more like .2 fame per season, or 1 fame every 5 seasons. Then it would be a better boon, what do you think about that bonus instead?[/quote] Have it give +1 infamy per season.