I think Heavenfall would be best to write that one. Honestly, I barely have any idea what I'm doing when it comes to modding.
Darxim
I updated the list; added a few things, edited a few others. I'll probably upload this as a mod to Nexus soon. Also, that commented at the bottom is for copy & paste, to make adding new entries easier.
[quote quoting="post"]It would be amazing if we could keep making free Fallen Enchantress updates for years to come with optional DLC paying for it. Talk about a good deal for players. I’d like to see the kinds of feature improvements to Fallen Enchantress: Legendary Heroes that you’d normally see in an expansion. The biggest problem then comes down to naming (i.e. do we need to come up with Fallen Enchantress: Infinite Edition or something someday? Give us your opinio
Since I started the 1.3 beta, it doesn't seem to matter how much another faction likes me, they will declare war on me at the drop of a hat. It seems to be the running theme that factions with green smiley faces next to them in the power bar are the most likely factions to declare war on me. They'll do this very early on, too. Not much point in gaining favor with someone if it's meaningless. Also, it's not that someone asked them to declare war on me.
It's 2%, not 3. And it's just the one -2% to faction-wide Unrest. There is nothing else. Apparently this is a very needed change.
The Hunter could start with two Anna-like dogs, like how the Bandit Lord starts with two bandits. It would still need something else, but that would be pretty good. Actually, now that I look at the Diplomat, Silver Tongue costs 100 gildar and has a 99 turn cooldown (so you can basically only use it once per combat). I wouldn't play the Diplomat, either. Silver Tongue's cost should at least be halved.
I agree with Joeball that even at 100% the Hunter would still be pretty awful. That, Adventurer, and Bandit Lord are the three professions I would never consider playing with, as all three are pretty awful. If Hunter applied the 100% bonus to all of your units, then it would be good, because then it would help you expand and level early game, which would be good for the springboard effect (that's when you make a good foundation for increasing in power and then, when ready, you
Wildez is correct. Blessed Hammer does gain the +10 attack versus a Banshee, but since it only deals physical damage (against which the Banshee is immune), it's rather moot.
They're not being pushed onto the tiles. They're walking onto them. It's usually archer units, and they'll usually attack from those tiles immediately after moving onto them.
I've confirmed (now that my game seems to crash at least once an hour) that the Autosave issues that have been reported by a lot of people throughout all of time still have not been fixed. The autosave issues listed as fixed I have not run into, but the following have not been: 1. Monsters that previously attacked you between your turns instead do not attack. 2. Loading an autosave puts you at the beginning of the next turn instead of the end of the turn that it shou
In my last game (which I started on 1.3) I saw a lot of this happening. The AI, running away from my units, moves to a square that is not part of the traversable terrain of the tactical map. They typically only move to the square just outside, so I can still hit them, but I cannot target them with abilities or spells. Sometimes, however, the tactical map has traversable squares that are separated from the rest of the map by untraversable squares, so you can't ge
The great revival... Tooltip for Spell Mastery currently says "Percentage chance this units resistable spells..." Change "units" to "unit ' s". Tooltip for Research currently says "The more research your produce per season..." Change "your" to "you".
@Peter: World difficulty doesn't change what monsters there are, just what level they start at and how much HP they get. The Stealth faction trait (the one Tarth has) does not protect cities, only units (and unless they fixed it, it doesn't do that very well).
So I forgot to actually test to make sure the mod worked before pasting it before. I'm not sure why it wasn't working, and I'm not sure why the new version does work versus the old one.... but it does work now. So if you added this mod before I posted this comment, please redo it or it won't work. Nevermind. I figured out why it wasn't working. Apparently it doesn't work for games you&#
Update: Version 1.1 is now up on the Nexus (and pasted below). Update: This is now on the Nexus. http://fallenenchantress.nexusmods.com/mods/1876/? http://www.nexusmods.com/fallenenchantress/mods/1876/? So I'm creating a mod to add a lot of tips to the loading screen. I've
My only concern with Cull The Weak is in relation to Skeletal Horde. Outside of that, I think it's fine as is. I think the fix is to make it so you can't use it on Undead. With other summoned units, it's not really abusable. Personally, the change I'd like to see to Tame is to both add 1 casting time, and increase the mana cost. Adding the casting time would greatly reduce the ability to tame extremely powerful
I would like a bunch of icons, each representing a different enemy army in my territory, which I can click on to center on that army. These icons would be displayed underneath (although partially overlapping) the existing notification, so I can still click on the notification to cycle through them as usual. I would also like a shortcut key that cycles through enemies in my territory so I don't have to click that thing. Maybe there is one and it's undocumented, like t
I'm pretty sure that the enchantments the AI had on their cities are removed when you conquer them. The enchantments belong to the player, not the city.
The crashes probably don't have anything to do with your hardware. There's just more stuff going on later in the game that could cause a crash to occur. I've been having a lot of crashes later on in games as well. There's probably nothing you can do. If you reload your autosave and it crashes again at the same spot again and again, you can submit your save game, and Stardock will probably be able to fix the problem in the code causing that particular cr
I released a new version, but I decided to call it 1.0 instead of 0.3. Aside from the number difference, my plan from last post is still in effect. The next release will include Low-detail tiles. Keep in mind that, after installing 1.0, the changes won't take effect until you start a new game.
New addition: Allow champions stationed in the same city to trade items with each other without being selected first. Currently you have to select all the champions that will trade before clicking Trade. Add "One-handed" to the tooltip for one-handed weapons. It's there for two-handed weapons. It would be helpful to newer players who don't know how that system works yet.
Note: I'm still editing this, but I have to come back to it later. I'm submitting it now so I don't lose anything I want to keep. I made a list of UI suggestions back in the day that would improve the gameplay, and now I'm updating that list for LH 1.3b. I am NOT making any balance suggestions, or requesting any new spells, units, equipment, whatever. These are all very
I have seen this as well. They also buy a lot of Amulets of Haste (or whatever the +2 initiative trinkets are called). I actually have screenshots of it on my home computer. I'll upload them when I get home if I remember. What's worse is that they have all those horses and wargs, and they don't equip any of them.
Additional information would be good. Screenshots, save games. I haven't experienced this issue. Have you tried clicking on the city again to force a refresh of the HUD?
I agree. I think that creating a list of realistic items that could be added to diplomacy would be helpful here. My suggestions: Allow mixing of different things to trade. For instance, trading Knowledge for Treaties. Allow map trading. Map Treaty: As those you have this treaty with explore more territory, you get to see it, and vice versa. So it's like a continuous map trade. Show in the event log how act