Some 'Holy' spells that deal a type of radiate/poison damage to undead would be helpful aswell.
GFireflyE
Maybe it's a far stretch...but it would be awesome if each color could receive 2 new spells and each dual color combo receive 2 new spells aswell (obviously omitting white-black). This would give players 36 new spells to play with....some of which may be 'hidden' within mulit-color casting. Considering that each color has 5 levels, 36 may be a little scarce...but if it's compared in addition to the existing spell count (I don't recall how many
While the mage trait tree is an interesting way to introduce new spells in addition to the colors, could you bring back multicolor spells? It was very interesting to build my own sovereign and explore new spells by mixing the colors... As for my thoughts on your spell suggestions (in bold): Mindblast: 1 HP of damage for each each individual you have in a group (so a unit with 5 guys in it would get 5 damage per guy) (unless unit resists
[quote who="BernieTime" reply="58" id="3468917"] Quoting GFireflyE, reply 57 Quoting BernieTime, reply 51 Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist. This would make it a lot easier for modders to add more Path content to the game. I have 3 additional Paths already flowcharted, just not motivated with the UI being wha
[quote who="BernieTime" reply="51" id="3468867"] Another thing that needs to be done is at least enable a windows slider bar on the Path selection screen [Warrior, Defender, etc.] if more than 5 paths exist. This would make it a lot easier for modders to add more Path content to the game. I have 3 additional Paths already flowcharted, just not motivated with the UI being what it currently is. [/quote] I prefer this approach: <a href="https:
[quote who="Peter Cohen" reply="8" id="3468781"]Argh! I don't know how I missed that. I usually read everything... I am indeed playing with undead. Can undead be disabled? I'd rather play with your mod than with undead. [/quote] You should be able to 'de-check' the undead DLC in steam now...
[quote who="BeelzebossErik" reply="47" id="3468848"]Maybe also make monsters/lairs near cities increase unrest. Might be complicated though.[/quote] Interesting idea. :)
[quote who="Frogboy" reply="36" id="3468495"] Quoting DARCA1213, reply 34 Sooo, they gave you stuff to do because you begged or because you asked to help? Lol. heh. I am sent where I'm needed but elemental has a special place For me. They also have me working on software to replace Start8 eventually. There's always cool stuff to do. We live in amazing times. Thanks to you guys, I can make coo
[quote who="Ericridge" reply="3" id="3468292"] Wait what, having an scout in the army stack where eight other units don't have the scout ability will give the whole army the ability to bypass swamps forests very fast? If that is indeed the case, I have a date with unit creation today.[/quote] Indeed....overlooked overpowered mechanic...AI needs a few units that would do the same. ;)
[quote who="DsRaider" reply="25" id="3468202"] Update mana/maintcosts/research balance/hero generation On this topic I think Meditation is too good. I always get all my mana from it and never bother upgrading my shards. Once you have a few cities with 2-3 essence you get all the mana you need. Putting it down to +1 mana instead of +1 per essence would work. [/quote] If you go this route, there should probably be a 'greater meditation' spell...
[quote who="Primal_Savage" reply="4" id="3468210"] Quoting GFireflyE, reply 3 Now if only Steam would use a checkbox system for game versions too. I would like to play 1.4 update of LH....but I'm stuck on 1.5. Great suggestion, post it on Steam forum (If it's not already there)... Just wondering though, why not 1.6? [/quote] never
Now if only Steam would use a checkbox system for game versions too. I would like to play 1.4 update of LH....but I'm stuck on 1.5.
(as you all can see from my many posts....this is a VERY exciting thread for me.) :)
[quote who="hedetet" reply="12" id="3468126"]Cool stuff, thanks for sharing. Though the length of the list makes me wonder if it's meant to be converted into dog hours If I had to prioritize the remaining: *snip* [/quote] Agree with your prioritization... I don't see the need in enlarging the squad size...
[quote who="abob101" reply="19" id="3468189"] Pariden use Arcane monoliths Can you *please* try and keep this generic enough that it works for other terrain spells (Corruption etc) including modded ones. [/quote] An interesting thought. Specialized castings for specific AI. Allowing the modders to play with that code for other possibilities would be fantastic.
[quote who="NaytchSG" reply="8" id="3468071"]Mass spells that affect a whole army on either tactical or strategic level would be great. I would pay an extra 20 mana for a spell that let me Nature's cloak all of my troops before fighting a drake, for example. i.e. Mass slow Mass haste Mass courage Mass web Mass shrink/growth (could be quite expensive) If the AI gets more aggressive casting
Understanding that you only have 16 hours...here are some other items that you don't have posted on your list (maybe some of them are low-hanging fruit?) 1) Has/Will the shift-rotation of city buildings when manual placement is enabled be fixed? 2) With planning to have hero's show up at your capital instead [e digicons]:thumbsup:[/e] , are you able to make a 'capital' building that is auto-placed when your Sovereign creates the first city and then
[quote quoting="post"]Greetings! 1 Unrest penalties Unrest causes bandits to spawn 1 Eco balance Update mana/maintcosts/research balance/hero generation 1 Wild land menace Wild lands spawn monsters who go after players, get much worse over time. 1 AI updates Have AI update outposts, Better army management, Pariden use Arcane monoliths, 1 Gameplay<
[quote quoting="post"]Greetings! 1 Stamp fix Fix stamp creation for modders, add some new stamps. Done [/quote] Does this include fixing those wildlands that have the river tiles lose their river tile status? (Morian's as an example)
[quote quoting="post"]Greetings! v1.6 of Legendary Heroes seems to have gone well and we’re now moving on to v1.7. I’m not sure what the rest of the team has in store for that (it’s Kael’s team, I’m just a floater). But I’ve got 16 engineer hours of my own time for v1.7 and want to make sure every hour is spent well. I don’t know how many of you are interested in the sausage factory side of game development but if you are,
or check out: https://forums.elementalgame.com/451304/page/1/#3453307 adds more and unique types...
[quote who="Primal_Savage" reply="203" id="3466476"] [*] Added: Go Home teleport spell (All champions - excluding Sov - can cast it once) [/quote] Sweet. Heros not going to get stuck out in the middle of enemy territory anymore. Thanks Primal!
[quote who="abob101" reply="5" id="3466218"] Old man Paxton is giving me 16 engineering hours to put into LH v1.7. So that means AI and other C++ game mechanic stuff. Yay, this is great news! I could make a great big list but rather than that, here is the 2 thinks i'd like to see more than anything with the AI: 1) Get the AI to start using spells that target a tile, both at strategic and tactical level
It's still $400 too much IMO.
[quote who="Primal_Savage" reply="16" id="3466045"] Quoting GFireflyE, reply 10 If you are okay with that conceptual conclusion, mod away. Quoting abob101, reply 13 Would very much like to implement that but it's not possible via modding unfortunately. Well fairly sure it's not anyway. Quoting GFireflyE, reply 10 If you are okay with that con