[quote who="Emperorjarin" reply="19" id="3354139"] What you just described has been the biggest problem I have with LH at the moment, though I disagree with your conclusion re: potential. I wouldn't even say that they're the key factor in early game, unless you have a fire/death apprentice, and their time of usefulness is quickly outpaced by trained troops' tech levels. Heroes absolutely must get a huge injection of XP gain in order to stay relevant t
Azunai_
that's exactly how the game works?! chain proficiency for commander is a branch from the main commander tree (the troop accuracy/initiative/battle cry line)
[quote who="fenwe" reply="133" id="3354059"] They are supposed to be more powerful. There is a difference between that and what is happening on the battlefield. If I have two heroes who's combined level 7 lets me kill a level 14 dragon, then I'm with you. It doesn't work that way in practice though. Those level 7 heroes would just get eaten for lunch, as they should be. Unfortunately, putting two heroes together means that they will automatically be under level f
i think they armor proficiencies are in their current spots for a reason. the defender gets plate in the "tank" tree, which makes sense. why would you use plate when you're not going to use him as a tank? in a support role, the extra initiative penalty only makes him worse, not better. the lower tree for the warrior looks more like your typical "glass cannon" line, so it's probably a balance decision to put the armor traits in the other branch. chain armor is easy enough
[quote who="Anelyn" reply="68" id="3353896"] Leaders and Kingdom / Empires traits are not displayed properly on the select sovereign / faction screen when you want to start a new game. For example for Krax - Empire of Krax there are not penalties shown to faction / leader. Yet when you start a game you discover they have +10% unrest.[/quote] umm, i think your game is broken, then. when i start a game as krax, they don't have any extra unrest. they used to have -5
you can turn off random events in the map setup. this will affect all random events, though, not just a specific one. for that specific event, you could probably make a little mod that removes it from the game files or something (i don't have much experience with mods, so i don't really know if/how that can be done)
yeah blunt isn't that great. my only real use for them is the no metal situation. in theory, they are be decent defenders, though. in a defensive battle, i think i'd prefer mace defenders over sword defenders. i rarely fight defensive battles, though, so this is kind of moot (for me, anyway)
Krax doesn't have rebels. their leader does have cruel, though (5% unrest). were both starts on the same map size? map size also affects the number of research points needed for each tech (larger maps require more research). and of course, Karavox starts with Fire/Water, so he can buff his first city with inspiration, if you already applied essence buffs, that would explain the difference (level 1 town only has 1 research, adding another point at that stage doubles your very early researc
i think they changed that specifically to not clutter the tech tree with useless information. up until the change (i think that was in patch .75 or .80) the individual pieces were displayed separately at the appropriate tech
re-using the scout for the weakness trait works, but the trait is removed when you change gender or randomize their look, so you are pretty much stuck with the default look of the scout.
yeah i agree that the traits should probably be removed. they aren't useful. in fact, i consider them a trap. a player who doesn't know the game very well may think they are useful and pick that nonsense instread of using the actual traits of their path. which leads to totally useless heroes in the important early part of the game where heroes are the key factor for a successful game. by crippling them with potential, you might just as well not have any heroes at all at that
once again - chain and plate proficiency are just different skills so you can define units that don't upgrade beyond chain armor (e.g. a semi high initiative unit with fast, warg mount, haste amulet and finesse trait) - you can still upgrade the shield to a tower shield this way without breaking the whole concept of the unit. chain proficiency is slightly cheaper than plate, too. if you want to upgrade the unit to chain and later to plate, just use the plate proficiency, which - once agai
if you load up the source code, i might be able to help you a bit with the UI. can't promise that i'll have time to do it, though. or perhaps someone else may want to do it (i guess i'm not the only c# programmer on this board, in my experience half the people on game forums are programmers :) )
i started playing FE a short time after release, and it's always been like that since then. it's definitely never been any different in LH. no idea if it was different in the FE beta
yeah i agree the way the information is presented is a bit confusing for a new player. but after taking a look at the mage or commander trees (or the general tree of all classes) it should be quite obvious that the traits stack. wouldn't make any sense at all to have trait lines like Prodigy 1-3, Evoker 1-4, Tactician 1-3 or even the general trait Quickness 1+2 since each rank of those traits has the same amount. could be presented in a more newbie friendly fashion (for example, with a to
lethal is not a replacement. none of the skills in the trait tree are. they are all cumulative (please correct me if that rule is not consistently applied - i can't think of a single exception right now)
the armor tech (warfare tech tree) unlocks chain armor. if that tech is missing, you probably picked "no armor" faction weakness (or play default Resoln faction, which has that weakness) Edit: or you play a faction with the "Light Plate" trait (default Gilden) in which case that tech unlocks light plate armor, as stated in the trait's description
are we all actually playing the same game? i've read numerous times now that plate proficiency doesn't allow you to use chain. that's just wrong. do you guys actually try that kind of stuff before you post? the tooltip for plate mail proficiency even states that it allows you to use both chain and plate pieces and guess what - that's exactly what it does. that's why plate proficiency costs 10 labor vs. the 5 labor of chain proficiency.
i believe the biggest misconception is that heroes need a high level to be powerful. i've been playing LH a lot recently, and in my experience, that's just not true. heroes can be real game changers at low/mid levels (~level 5-7 or something) and some paths become just ungodly powerful at level 10-15. those levels are reachable with pretty much every champion you get (in my experience, anyway). getting to those levels too early just breaks the game IMO. of course there are als
spell resistance working against staffs might work. though i guess the spell resistance trait for units might need a little buff to make it worthwhile; if you have to face staff guys, you could make a "mage killer" unit with spell resistance and soldier's cloak. moving the abjuration spells (protection vs. fire / vs. cold) back to the tech tree could also help (at least for armies with a champion) the bigger problem is probably not the player facing staff users, but the other way
it's a problem with the no armor weakness. the weapon smith is the upgrade of the armorer building, which is unlocked by the armor tech. since you have the no armor weakness, that tech is not available to you, and as a result you can't build a weaponsmith because the prereq building can't be built
are we playing the same game? i don't think so. you definitely don't lose the defense boost after being attacked once. half of my games would have ended in a bloody mess if that were the case. i love playing with an early defender champion whose only job is to hold the line while my cappy trained units flank and slaughter the enemy units one by one. a level 4 defender with nothing but a piece of leather armor and a wooden shield can easily tank 3-4 mites or bandits without tak
[quote who="Arcayer" reply="40" id="3353281"]A single water shard fully upgraded will double your blizzard damage. Now imagine you have 6 or more fully upgraded shards. Then add specific improvements.[/quote] that's not how shard upgrades work. you don't get extra shard power by upgrading a node. one shard is one shard; altar > shrine > temple only increases the mana output.
[quote who="kendainty" reply="41" id="3353296"]When upgrading units: if doing an armour upgrade, the game should not try to replace soldier's boots (+1 initiative) with armor-type boots (e.g. leather)! Similarly, it realy shouldn't try to upgrade leather armor into the monk's armor (sure it gives 1 extra defense and 5 dodge, but generally that's not a worthwhile upgrade for the crystal and gold cost!)[/quote] i think the perfect fix for that problem would be
got the newly added "Tectonic Bulwark" shield and tried its special ability "Tectonic Shift". the "stinking mud" effect it applies to the target tile and surrounding tiles makes the units inside it completely immobile. if i remember correctly, the stinking mud in FE (I think that was the combo spell Earth 2 & Water 2 or something) only reduced movement speed, but didn't make everyone inside immobile. not sure if it's a bug or intended that way, but i find it rather annoying that w