you don't have to do the master quest to win. you have to find the forge of the overlord, that's the victory condition for the scenario.
Azunai_
depends on map and settings. sometimes i'll even go with leatherworking first (e.g. when i have to kill stuff to even settle a second city, which isn't that uncommon on dense monsters setting). shrines can also be a viable alternative if you play a faction that benefits from shards (binding/amarian blood and/or a sov that needs some mana to be useful. if i start with the civ tree, i'll usually grab the workshop first, then the study, then belltower. depends a
yeah that would be very welcome. it's quite tedious to have several armies exploring different regions and of course the mage's army picks up the rare longbow, the defender finds the mage robe and the assassin picks up the tower shield. would be nice if there was an easier way to trade that stuff. meeting somewhere in the middle costs a lot of time and is often not worth it, so the nice items aren't used for a long time (sometimes)
don't know. i didn't really mind the limited attack during beta, but i also don't mint the new (and old) system we have now. i guess they restored the old system because many beta testers told them the other system was a bad idea/not fun.
i don't think warriors and defenders are too weak. assassins are rather weak, though. warriors/defenders are just great in the early game, but once you can build good troops, you don't really need those heroes any more. defenders keep a little niche that noone else occupies (tanking single strong monsters such as dragons that oneshot trained units with the "overpower" trait), but warriors just suck later in the game if they don't have very good items (and no, double burning axes a
during the beta, we had that mechanic for a while (battle consumes all remaining movement points) but there were lots of complaints about that system, so eventually the devs restored the old system of multiple attacks per season. i think two of the main arguments were being unable to loot a lair after you defeated the guardians (thus you could sometimes lose the liar when an AI army happened to be close enough and could just steal your loot), and slowed down wars against AI that would block t
about 160 hours in LH, another 230 hours of FE before the LH expansion. most of the LH time was in the beta, though. I'm a bit burned out now and have been playing other games and enjoying other activities (away from the computer :) ) in the last ~2 weeks. i enjoyed the game a lot and i'll probably get back to it sooner or later.
i think i played at least one full campaign with each of them (though some of that was in FE, so the rules have changed quite a bit and they may be a bit different now) that's a really tough decision. Pariden is definitely among my favorites, but i also enjoy Capitar and Kraxis a lot. Gilden and Yithril aren't too bad either, though a bit one dimensional. EDIT: totally skipped the "and why?" part of the question :) Pariden is great because all their abili
Soul Spark is the tactical combat ability associated with Amarian Blood (i.e. the Blood trait that is used by the Pariden default faction)
i don't really have a solution to that problem. i extend the interesting phase with dense monsters and (sometimes) epic research pace, but sooner or later i'll get to the point where it's no longer interesting, so i either wrap it up quickly if i can, or i just abandon the game and start a new one.
yeah i agree that removing them entirely wouldn't really break the game. maybe the game would be better off with a pure commander that doesn't share a path with the admin. the commander is pretty decent, but since it's really just one straight line, it might be more interesting to have more options for them.
ok this is how it works for me: 1. create a desktop shortcut of the game; find the exe of the game (should be in C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes) and manually create a shortcut by right clicking-> create shortcut) 2. right click the shortcut, open the properties from the menu 3. on the Shortcut tab, add -cheat in the Target textbox. the path in that textbox should be something like: "C:\Program Files (x86)\Stea
IMO admin heroes are a small niche. you may pick up one guy and make him an admin so your main fortress doesn't suffer reduced production from unrest or something, but other than that, they aren't a big focus in my games. while you're at it, you may as well give him road building so he can do something useful when you don't need the unrest dump. it's not terribly hard to give them a few level ups and they generally only make it to level 5 or something. going for merchant o
[quote who="joeball123" reply="10" id="3366602"] Quoting Nick-Danger, reply 9{* -- some units were 34x6 at start of tac battle but after an attack changed to 32x6 -- not sure why attack decreased from 34 to 32} There is a trait, Charge, which grants additional attack and movement at the beginning of the battle. If your units have it, that could explain it. Quoting Nick-Danger, reply 932x6 vs 0: -227; -278; -292; -327 Looks like the damage ran
don't think the AI gets a bonus to defense. that's the repeatable +10% defense technology at the end of the magic techtree. apparently they researched that tech about 113 times. pure melee weapons don't deal any real damage vs. this amount of defense. majority of the damage you do is elemental damage, since that ignores armor. don't know the design of Nick Dangers units, but i guess they are either buffed with fire/frost amulets, magic weapons (boreal blade or so
oh come one, it's really not hard to figure that out. the stuff that is listed in the blood trait only works for units that have that blood. the other traits are faction wide, so obviously they work for all units of that faction, regardless of the race/blood.
[quote who="Pipefox" reply="6" id="3365618"] Settling next to a river, where there is also forest around, can result is you not being able to build anything other than a pier - EVER. You can't clear forest either (for some reason). You're just stuck. I've played thru a game for over 100 turns and never could build anything but pier and upgrades to that (dock and such), except for whatever resources eventually came within my city limits (i
scrying pool is a diffferent trait (enchanters). decalon is monolith and spellbooks (and i think a lightning damage ranged staff at the end of the magic tech tree, in addition to the 12 attack frost/fire staves)
even if you don't have an army to send along, you can still use excess champions to scout the map and pick up treasure chests (and sometimes also abandoned lairs when someone else lured the lair guardians out). with the loot you find there, they tend to make more money than they cost while providing a useful service to your faction (exploring the map). if you use them as army leaders and/or as combat units, you'll likely spend much more money on the wages of their armies and make more
one little addition: the conclave needs at least one essence slot, otherwise the "herbalist" line of buildings ends right there (the apothecary and subsequent upgrades are only available for conclaves with essences, which makes sense since their passive bonuses are +mana/+research/+production per essence)
pretty sure the fear ability is automatically used at the start of battle. it's probably never been intended to be an "activate at will" move i don't know the "boots of stealth". there's a stealth faction trait (also available as a trained unit trait) that makes wandering monsters ignore the stealthy unit (or more likely to ignore it). i guess the boots just give you that trait on the strategic map on top of the stats. and i disagree taht those stats aren't good enough
don't know. consume always seemed like a crutch to make an evoker sov (i.e. Magnar) viable from the start. without an infusion of mana, spellcasters are better off using cheap support spells (wither/heal/slow/haste) in the early game. with the option of blowing up a shard for a decent immediate return, Magnar can go straight for fireball and use it effectively early on. later, he can spam tons of slaves and sacrifice them or use one of his other champs to do it while he's busy setting
hehe yeah i guess it should just automatically stop at 0%. watching an infinite loop of "clink" "clink" "block" "clink" might be a bit frustrating after a few minutes :) if one of the attacks misses, it should probably just stop, as it is now. it would still be a very powerful ability but without the problems of super buffing it with extra accuracy from commander traits and "infinite" accuracy vs. prone troops.
yeah that issue has been around since the unit size upgrade option was added to the game. it's been reported about a dozen times since then :) interestingly, the gildar cost has been changed twice since then (initially, it was 15g, then 30, now it's at 50g per figure). perhaps there is an internal problem that makes it hard to implement the obvious solution. that seems unlikely, since the button is on the same screen as the weapon & armor upgrades for which t
i think maul should reduce the attack value, not the accuracy. 20% less attack per swing; against targets with no armor, you'd get about 300% damage out of it (100% 1st swing, +80%+60%+40%+20%). with this mechanic, a good defense value would also be a decent protection vs. maul (since the lower attack swings at the end of the series will deal almost no damage vs. high armor) i think that makes more sense than basing it off the accuracy stat.