I'm partial to the SotSverse, and I really liked the Pit (KP's most recent game). Anyway, I like the options that are present in the Alpha demo and the game is currently fun for me- with more features I anticipate even more enjoyment. The ability to play up to five MP games asynchronously at the same time on any of the supported platforms seems guaranteed to ensure a diverse community if it catches on. Backed, and I hope they make their goal!
The_Apprentice
On the topic of spell changes, is Revelation (the spell that adds +1 Research per Essence, iirc) gone from LE? I looked in the Mage Tree, but didn't spot it. Nor in the Hierge-whatsit. Was it renamed, by chance?
Per the description of the item, my Champion should be getting +1 def EACH time an enemy attacks it. In practice, only the first melee physical attack triggers the +1 def- no subsequent attacks do. For the sake of replication, my Champion is using the shield in the Burned Lands/Pyre of Man Wildland. PS: I haven't been attacked by a ranged physical attack yet, so I don't know if archers would trigger the ability. I do know abilities (like the Fire Shill's ember atta
No problem. [e digicons];)[/e]
For FE:LH, there is a manual placed in your install directory once you d/l it from steam. Additionally, on the steam "Store" page for the game, there is a link to d/l the manual. ( http://store.steampowered.com/app/228260/?snr=1_4_4__103_1 )
Thanks for the link- very helpful compendium.
The snaking and riverbridge make the game more enjoyable for me- thanks for making them! [e digicons]k1[/e] If it is true that you need a fresh game for some of the mods, perhaps mention that explicitly? As LH picks up new players, that clarification would probably be useful.
Loved using this mod in FE. I could have sworn I said thanks at the time, but apparently I did not. Thanks Parrotmath! Judging from the comments, it appears this mod will work with LE. Do you need to start a fresh game for it to work properly?
[quote who="NaytchSG" reply="3" id="3363413"] This quest can have different endings... like the rat hunting quest. I will not spoil it for folks who just got the game, though.[/quote] My understanding of the game is that the quests are set on quest hut creation- reloading a map before triggering the quest won't let players fish for a quest they want. As mentioned in the OP, this was the "demonic variant" of the prisoner quest. The demonic variant only ha
I have both the Map DLC and LH- they are not compatible. Steam also doesn't list any DLC for LH. Given the additional content added in LH, and the hand-crafted nature of the DLC maps, I doubt they could be made compatible without work. In short, at this time, there doesn't appear to be any point in buying the map pack if you are playing LH. If someone makes a huge "Wildlands" style map for LH though, I'd definitely try it out. [e digicons]|-)[/e]
I sort of expect that any quest the player completes will result in additional XP and Fame- the items/spells you sometimes get are just extras. With that expectation, completing the demonic Prisoner variant was surprising. My army received no additional XP and no additional fame. I just triumphed over a huge DEMON! As the player gets some fame for cleaning out wolf dens, this was jarring. (Tough crowd, I guess.) Is it common for quests to not award fame/xp upon completion? Or
In FE, players could use purchased quest maps to reach levels over 20. With the decision to only allow one path per Champ/Sov, is there a level restriction? I skimmed the xml file titles, but didn't see anything jump out (Note: I may be blind). Is there a max level in LE- if so, what is it? Thanks!
Thank you for the comprehensive answer!
I read/skimmed the manual for FELH, and didn't see an answer. In FE, my Sovs tended to have two paths by the end of the large maps. In LH, are you locked into one? If not, does it unlock at a set level like 10 or 12? Additionally, Armor Proficiencies. Is there any way to gain them aside from Path choices? Maybe an item/book or quest reward? Thanks!
According to Frogboy, it was an intentional design decision. However, they did note that a lot of players wished for Wildlands (as opposed to just the boss creatures), so they are/did consider altering the map to put wildlands in. ( https://forums.elementalgame.com/437842/page/3 )
[e digicons]O:)[/e] -- I must have read a different post, because I missed the whole "Bragging" thing. This is a forum to talk about the game, its mechanics, and player tactics? That's why we are here? Anyway, highlighting how the Paragon spell is abuseable was interesting. I've never touched it, because I treat my Sov as the most powerful unit... thus I never saw the appeal of weakening it to buff a champion. I'd expect SD to alter the spell so you ca
Re henchmen and tradeable items, horses weren't tradeable/sellable when I created henchmen with them. Chainmail armor was, as was the lightning hammer. And Henchmen who start with the impulsive ability (from the Fortress upgrade) are pretty impressive when equipped with Lightning Hammers.
I also have the fire breath animation issue- it looks like a single line of maybe 5 or 6 "flames" extends out from the main burst to the edge of the screen. It applies to Ignys and all the fire breathing dragons as far as I can tell. Still present in 1.1 (but I had it in 1.02 before).
I would hope more widespread flying is included in the upcoming expansion- if not sooner?
How is it supposed to work? Does the entire shroud become that city's zone of control?
I ran into this today, on the wildlands dlc map (running 1.1 on Steam). Magnar had conquered the city earlier in the game (man did his faction rating shoot up), but the shroud remained/no zone of control for the city. The notice that Magnar had conquered the city of the Darklings did appear, if that matters. I've now conquered the city, and the shroud remains. Resources next to the city can't be used, and roads don't provide the movement bonus within the shrouded area. I t
Well, it does seem odd that horses have no additional costs in terms of upkeep. Makes sense to me that they should have a downside. 'Course, I also thought it was odd I couldn't outfit my pioneers with horses in the design screen so they could get to new city sites faster. I'm fine with the idea that my ranches are only contributing combat-quality beasts though- why not have a ranch/den generate a gildar bonus to represent selling those that didn't make the cut (or fur
Thanks for all the things thus far! Having a hench with road building is great for bushwacking, eventually I'm sure I'll make another and have him do civic improvements in my empire. Since I haven't gotten far enough in my game to know yet, if you build a hench at an advanced fortress (ie, a fort that makes level 4 trained units as opposed to level 1 units), will you get to pick a path for them at creation? IE, if I made a hench there with the veteran attribute, would I be
That was quite the example! Could someone expand on how "Liklihood=-1" works? A "1" or a "0" I could guess at, but a "-1" is new to me! Edit: And I could follow most of it just fine, seeing as how it is written in English and all. Thanks for taking the time. ( [e digicons]k1[/e] )
I had checked the tactical spells section of the spellbook (no dice), but didn't think to check my sov's tab in combat-it was pretty full by that point. With 1.1 now out, my old saves have been junked. Still, I'll try to remember to check in combat should I get that quest and a null result again.