Version 1.2 is slowly taking shape. I have 9 new items ready to go but I'm aiming for about 15 to update. Hopefully sooner than later, barring some overpowering inertia. And many thanks for the compliments! Glad you enjoy it. :)
Hellions
[quote who="Primal_Savage" reply="34" id="3423103"] Yeah I mixed up the common/uncommon, figured if something can give you an uncommon it can also give you something lower (such as a common); maybe that's not the case and I would get more precise stats if I just reported the uncommon-uncommon.[/quote] Lairs and goodie huts are preset to hand a specific type of item. - Weak/average monster lairs and goodie huts with a green chest -->
The Gold Rush random event also spawns a "Titan of Gold". Playing as Karavox back in FE days, I remember successfully casting Silver Tongue upon him. Needless to say, the rest of the game didn't present much of a challenge afterwards.
[quote who="Primal_Savage" reply="26" id="3422792"] Data: Initial pool of uncommon: 165 (124 Vanilla + 16 DLC + 25 MOD) # of uncommon dropped: 180 I count 180 items. Plus I probably used around 10 (potions, scrolls, and summons) but then again, there are about (minus) 10 items that don't belong in that list (Mounts, champions stuff, dragon eye, etc). Let say 180 items... - 5 ... N/A ah! - 4 Scar Sto
The two units on the same tile thingie isn't a recent bug and hearkens back to the Fallen Enchantress days. This thread as an example: https://forums.elementalgame.com/443942/page/1/#3353486
None of the changes brought by version 1.5 affect the contents of this mod. No update required. :)
The "Brute" and "Endurance II" skills, which are on the same branch, both have "Endurance I" as a prerequisite, so it's possible to skip "Brute" and select directly "Endurance II".
I'd say there is something definitely wrong with the randomizer and it isn't from lack of items. Take for example the uncommon drops, using the search function in the core files for armor, weapons and items, there are respectively 19, 61 and 44 matches for a total of 124 items. And this is without adding DLC or mod items. Recently I found 3 legendary broadswords (uncommon item) in the space of about 20 drops. In another game, there was a sudden shower of ru
[quote who="Verminar1" reply="15" id="3413612"] Its not that simple. Horses still accumulate for troop units with developed horse tiles. Without this fix (and I am not sure it would fix all these issues) there is no way to utilize them as there aren't any horses listed even in the custom unit build equipment menu or the shops. To boot, wargs are available in that menu and the shops BUT they do not accumulate for your faction even with developed
Oops sorry about the double thread, Waragh beat me by 5 minutes :) https://forums.elementalgame.com/449738/page/1/#3413432
So I'm playing a non-Undead custom faction (The Dead faction is thus not featured in my game) and regular horses no longer appear at all, whether in shops or for unit design. None of the 13 other sovereigns and champions have horses either. None of their stores have them. Everyone is using Wargs. I suspect the culprit is the DL04_Mounts file which is supposed to restrict regular horses for the Undead faction but appears to have remov
The Enzo Effect spell is missing a tag in its definition: -1
Updated to Version 1.1 - Adds 11 more items: 6 weapons, 1 cloak, 1 shield and 3 accessories - Increases damage for the Aspen Heart Staff and the Thunder Battle Axe in accordance with the changes brought by LH 1.4 - The Children of Storm compatible version now also supports the custom unit model types found in DsRaider's Add Faction Traits Mod and Parrottmath's Female Henchman PS: let me know if there are any mods with custom unit model types that I have
Good examples of tint are the Iru Elixir and the Skath Egg icons. The original icons are whitish or grey and softly colors them, namely green and purple. It's rather erratic as you will see the tint ingame when you find/buy these items but not in the Hiergamenon where the icons remain white/gray. I did several tests when I was editing icons and seems to be completely useless for those that already have colors.
[quote who="dimstog" reply="13" id="3400733"] Well, if the AI is not trying to take out monsters - I mean if it is WAD not to - then there should be an alternative way for it to getting XP and leveling it's troops. I know they are going after quests, but that is not enough imho. Leveling heroes is important but so is, and maybe more, leveling ordinary troops. Leaving them for the player is kind of worthless, since when the player decides or is forced to invade the AI, they usually a
And thanks to you guys for trying it out. ;) [quote who="tjashen" reply="9" id="3400198"] This mod has been added to the Regularly Updated List Of Mods for E:LH. [/quote] And the book of tjashen was instrumental in bringing the Kingdoms and the Empires out of the difficult post-Cataclysm days by giving them the powers of compilation and inventory. They would always be grateful for these selfless scholarly pursuits that wo
Ok gotcha. I will edit to add: the image section of the Nexus page (fifth and sixth screenshots). :)
Hmm your question makes me realize I might have created some confusion by using the loading screen to preview some items but no, none are available for sovereign customization. They're too powerful for that. Also before anyone asks, none are available either for unit design. I was too wary of creating an imbalance. But if someone presents some convincing arguments for a specific item, I might reconsider. [e digicons];P[/e] Attention
Once you extract, you should have two folders: "Black Market Bazaar" which contains the 4 XML files and "Black Market Bazaar Icons" which contains the 20 png files. Unless some Gremlins invited themselves to the party...
Black Market Bazaar for Legendary Heroes Version 2.1 - compatible with LH version 2.0 242 new items to add to your Legendary Heroes games. Also includes 76 new item related spells. 19 new clothes to equip your custom sovereigns. It can be downloaded on Nexus: http://www.nexusmods.com/fallenenchantress/mods/1885/ ******** Installation (please read carefully) <
Bumped. These are still in version 1.3.
Actually it doesn't as Champion Bonanza only adds extra champions without changing any of the game rules. It does not overwrite any of the core files.
Now on to the next inquiry :) AI priorities for items... What appeared to be rather straightforward isn't so obvious after all. I noticed that some items within the same category sometimes don't have priorities. Boots for example. The boots in the CoreItems file don't have a set AI priority while the ones in the CoreArmor file do. Does that mean that an AI champion lucky enough to be wearing a pair of Dancing Boots (item) would replace them with a pair
The AI has always been rather sloppy about clearing its lands but... with the latest 1.3 version I've seen a pack of wolves raze an AI city, I've seen AI scouts, pioneers and champions get whacked by roaming monsters (I've seen the animated combat on the strategic map) and I have seen AI players attacking (weak) monsters quite often. Just observe an AI sovereign at the start of the game if you chance to encounter one early on. It's quite obvious he/she is clearing so
Ok I figured it out. These tags allow to recolor/tint the chosen icon for the item. They work better on whitish pictures.