Hi Abob101, I usually take only the first trait in the channeling path, the one that boosts your summoning pool by +5, i usually use the channeling spell only once in my main conclave if it has enough essence. Between these things and the pool that my heroes generate(because of their magic schools) its usually enough for my summoning needs, as a suggestion for balance, i would say that the costs for the elemental summons( air, life, death etc.) seems to
Nightmurderer03
Hi abob101 No worries about the COS compatibility, they are not as incompatible as you would believe, i think the biggest and most time consuming thing to do would be assigning COS tags to your custom summons. From what i've seen when both mods modify something say the magic school levels(air 1, air 2, air 3 etc.) they don't overwrite each other instead both changes are applied, meaning each level in these gives you +1 summoning pool and +1 grey magic(CO
I think Sanati means Briganat, and she has indeed the incorrect sound pack, its set to generic male when it should be generic female. I also encountered the archangel face bug but i didn't know if it was a problem on my end because of Children of the storm installation. Retribution angels are very good with their abilities, i mean have you used cloak of thorns on a defense oriented Lord Markin? xD, guardian angels however i agree are lacking, they are nothing compared to t
Hi Ivon1631, The quickcast spell from the sorceror profession doesn't seem to be working, i have tried several spells that have casting time and they still have it after using quickcast, maybe if you increase the number of turns to 2 would do the trick?, perhaps the only turn it has its getting consumed with that thingy that lets you go right away?. Please keep up the good work!
Agreed with op but what i would specially like to see for the game is: * Two new fantasy non-human factions, one empire and one kingdom that would rule so much, but i doubt we'll see that. * Also the monster dlc, with some more recruit-able monsters and more lairs and stuff in general would rule. * Items and traits for unit customization and some of them faction unique, i love this feature of FE but LH didn't a
Hi DsRaider, i have another thing to report, the hundura militia city defenders don't show up. Im guessing the problem is that the unit definition "Unit_CityDefender_Mundura" has ManduraMale and that's why it doesn't find the model and they don't show up. the issues i mentioned in my last post are easily fixed, i fixed them in my game with my limited modding knowledge and if you wa
Hi abob101, i have a suggestion regarding procipinee's crown. The queen currently screams to be played as a summoner but as you know casting other kinds of spells becomes expensive as a result. Im guessing this was the idea behind giving the crown mana generation which was a neat idea however as you said you can't make items generate resouces. But how about making the crown reduce tactical spell costs?, right now it gives m
i agree with op +1.
As i understand the slippers show up in sov creation screen, does this remove them from sov creation screen too?.
I will throw my voice here as well, agreed with op.
I have both previous dlc and i love them, but same as Chunga or Werewolf im passing on this one, i don't want silly items in my game.
Hi Davrovana, The quest isn't triggering for me anymore in the newest version, turn 217 and i could have sworn in previous games/versions it triggered in season 175, im not using cos and the only big mod im using is demons and wizards. Keep up the good work!
[quote who="abob101" reply="70" id="3391914"] the death demon was really a bit too powerful. [/quote] You're right about that, fear alone made it vastly superior to other summons in elemental branches. [quote who="abob101" reply="70" id="3391914"] I'm actually planning on putting the death demon back in.... but at the end of the Angel summoning line for Empire allegiance. So he'll be back but you'll just have to plow thro
Noooo where's my death demon?????. Thanks for the update Abob101, just a question did those perks which decrease the casting time get updated to decrease cooldown time?. Also where's my death demon????? :( Keep up the good work! Edit: Wow just saw an ai attack me with a dark angel, might i mention that dark angel made the difference for them?, between 1.3 and this mod might be a good time to bring the ai down
Haven't seen the ai use tactical summons either, haven't played with the non beta 1.3 but im guessing this is still missing?, if so it would be nice to see this addressed because it would certainly give the ai a new powerful weapon to use.
[quote who="LordTheRon" reply="59" id="3390255"] Oh boy, this mod is becoming a true gem. I'm immensely enjoying the current version but 4 new spell schools... GREAT![/quote] +2 i also concur Can't wait for the new schools abob101, keep up the good work!
Hi Abob101, I would vote for 5 also but taking in consideration what LordtheRon said if the cool down is global then i don't like it either. I also would like to report that the Procipinee crown doesn't generate 1 mana per turn as advertised. Keep up the good work!
Agreed Caravans are useless and annoying, many bugs and weird behaviors occur because of them and they don't add anything positive. Might i add they pop up as "enemy in your territory" annoying as hell.
Interesting, will try soon, thanks for sharing!
No i believe i didn't express myself correctly, i hate the original magic victory it feels too cheap and always turned it off until this mod came and made it fun to turn it on again xD. I was just saying that the original master quest in the vanilla game its too easy while yours is truly challenging and fun. Cheers!
Hi Abob101, I love this mod, its very well implemented and the AI uses the summons too!, it would be nice however if the ai unleashed some high level summons upon the player. I really haven't found any noteworthy bugs or anything and regarding balance i can only agree with what people have said, decrease the cost of low and mid end summons and increase it for high level summons i mean 20 mana for a weak skeleton?, in the beginning of the game
Very nice this mod and very challenging, now i enable magic victory xD. It would be nice if this replaced the original master quest or if the original master quest could be overhauled, its too easy. Also a minor issue, did you notice the "final enemies"(to avoid spoilers) belong to the race of men?, that looked completely out of place, i know their race doesn't exist in the vanilla game but it at least put elemental or something else in there
Hi Tamides, I have found an issue with both this mod and the sion mod, the new units all have cutting attack as their base attack power and bonus attack power, as you know these damage types are deprecated in LH and have wacky effects like being able to hit a Banshee. I really don't have suggestions for balance other than that, i think the new costs make the units pretty balanced, black drake still does insane amounts of damage 100+ for a leve
Hi DsRaider, I have a few things i would like to report: * The new Umber faction is underpowered, it only uses 2 faction points one for wargs and one for assassins tools since chain armor costs no points. As a very personal opinion it would be nice to have assassins tools buffed with something cool and make it cost 2 points like new crossbows/bows and a new high level vial of poison because the one it has is only useful at the beginning of
Hi Ivon1631, I have played around a bit with the new professions and the new changes are nice. I have only one point of feedback i would like to give: * The magic missile in the evoker profession is too over powered, it costs very little mana and has no cooldown and its damage scaling is far superior to fire dart for example and besides that its unresistible. I would suggest increasing its mana cost and giving it a cooldown like fl