Great job supporting the post-LH FE with patches and all.
rvgr
I'd totally pay a buck, maybe even two for a Japanese themed armor skin set (Ashigaru leather, Samurai Chainmail, etc). Same with distinctly Elven or Dwarven armor looks. It would really liven up the trained units and as a DLC should also line the company pockets rather nicely. Just a thought.
Any definitive ETA on 1.4?
[quote who="FroBodine" reply="26" id="3362211"]And, the other thing I REALLY don't like about combat is that archers have unlimited range, and they can shoot over all units and all obstacles and hills. [/quote] Oh yeah, this would greatly enhance the tactical combat. Currently the ranged units are unbalancingly overpowered because of their ability to focus fire and quickly eliminate most dangerous opponents.
How's magic now? Has it been weakened or strengthened? I'm asking because magic and taming of the wildlands are my two most favorite aspects of FE. I'm pretty sure wildlands are still there, but what about magic? I've heard some disturbing info about it being nerfed and nerfed hard.
That puts the caster dangerously close to being smacked upside the head in melee. That's something that every self-respecting mage should avoid.
[quote quoting="post"] I'm not going to rehash what everyone has been saying in detail, just going to summarize. I have just started playing and it seems there were some drastic but incorrect band-aiding that happened. Flame-Dart is now 3 rounds cooldown? Why? It does amazing damage and was the only realistic choice for a damage spell. The problem was that it was the only choice. Shadowbolt damge scaling has been removed completely? This is a bit cr
Sooo, now that LH is out, is FE left to the vultures?
Jagged Alliance 2. In fact, I still play it every once in a while. No other game even comes close.
It won't matter. Killing that guy wins the game.
It casts Despair which hurts your army and heals him. Bringing too many units into that fight is actually counterproductive. Instead, assemble a team of 2-3 of your toughest heroes, equip them with plenty of health potions and make sure they're immune to fire. Then walk in and smack that guy dead.
Mage heroes really compliment on another. Provided that mana is not scarce mage heroes can easily annihilate even top tier late game armies. The best part is that they don't even need fancy equipment to accomplish that, just some consistent and faithful training along the spell damage/spell mastery line + maximizing their magic schools.
I own FE and the map DLC. Reasonably satisfied with the game as it is. I'm curious to know though what does LH have to offer that I don't already have with FE? For the record, I modded in Kulan and Carrodus (it was easy to do, since they were already in the FE XML data, just converted them from Champions to Sovereigns), modded in +1 Move for the Mancer blood. What's left? At this point I am struggling to find what LH would give me. What would I pay for?
Underpowered? On a proper mage it's a one-shot killer.
Ended up hardcoding the paths for all sovereigns. Worked out pretty well: the sovereigns had their logical path from day one, then at level 4 they chose an extra path, which was okay. As a nice sideffect, it made all sovereigns more viable right out of the box (Ceresa and Magnar being actually able to kill stuff with their spells, Verga trashing everything in melee, Markin being a tough nut to crack), and since everyone got it, nobody was left underpowered.
Running FE 1.32 . The victims' chance to resist is always 0% even for magic immune Ophidians and Obsidian golems. This is very convenient (for an empire based spellcaster) but still ultimately incorrect.
Okay, Suppose I hardcode PathOfTheMage for Ceresa or PathOfTheDefender for markin, so they start with those at level 1, will this break the game? I'm curious as to what would happen at level 4. Would they be able to choose yet another path, would the hardcoded path be automatically accepted or what? My angle here is that I'm tired of seeing almost every Sovereign with the PathOfTheAssassin over and over and over. It gets old. I am curious if anyone has
Bought the map pack a few days ago, tried out the Anthys map, ended up having very mixed feelings about it. And when I say "mixed", the mix is heavily tilted towards the negative. So, let's see... The Good: Huge map that is faithful to the lore. The Bad: 1. Wildlands do not work. The bosses are there, but the Wildlands aren't functioning as they would normally. I understand that it's a "feature" of the map, it's just not a very good one. <p
Is this one fixed or at least gonna get fixed?
Imho maximum to-hit (for both attacks and spells) and to-dodge (as well as to-resist) percentages should be capped at 95%.
[quote who="greywolf00" reply="1" id="3294553"]They can die...[/quote] No, they can't.
Now it's time to buff Mancers, Urxen and Tarth.
There's definitely a reason to play them now.
Yes, this is a rather major oversight.