[quote who="GFireflyE" reply="1" id="3477537"] sweet! First post. So stoked for this release. Will the Crushing Blow ability be nurfed? At an additional 100% attack, this often can decimate opponents. Through personal testing, I've found that only an additional 50% attack results in some very interesting tactical decisons to be made. Crushing Blow is still useful but more sensitive as to it's use; which I think is more on par with how those weapon bonuses shoul
DerekPaxton
*** RELEASED IN BETA *** To download the beta, do the following: Log into your Steam client. Right-click Fallen Enchantress: Legendary Heroes and choose Properties. Select the BETAS tab. In the drop-down menu, choose "1.7 Beta". Close the Properties window. If you don't see "1.7 Beta" in your list then you may need to restart Steam to get it to update. Items marked wi
1.6 has been updated to address the following issues: 1. Allegiance prereqs back on life/death. 2. Fix the issue where if you have Listrid when you are playing as Pariden and you buy her a tome of water and level her down the water tree she will have an overlapping ability. 3. Fix the Dead horseman and Krax Horseman defines. 4. Some spelling errors.
These will all be fixed in the next update, thanks for posting them!
We are going to update to address some issues that you guys have pointed out: 1. Allegiance prereqs back on life/death. 2. Fix the issue where if you have Listrid when you are playing as Pariden and you buy her a tome of water and level her down the water tree she will have an overlapping ability. 3. Fix the Dead horseman and Krax Horseman defines. [quote who="forthright55" reply="174" id="3461144"]Notice how it finally arrives, tw
It looks like your card doesn't support Anti-Aliasing. Can you try disabling AA and see if it fixes the issue? http://screencast.com/t/e4VqLeDpO4F6
Fixed, thanks!
Both fixed and will be patched. Thanks!
Fixed, we will update 1.6.
There are 3 new abilities, and wealthy has been remade to be more interesting (that will come in 1.6). But yes, there are new items too. ill check the choose opponents screen out, but I'm not aware of any issues with it. I used it to setup a game with just the new sovereigns so I could test them out without and problems.
This will be a fun week for Legendary Heroes. On Tuesday we will be release the 1.6 patch as well as updated to the Quest, Loot and Dead World DLC. Overall this is a balance patch based on lots of playing (this is a process that can go on forever in games like this). But we also have a few good things in store. There is a fix that improves the randomness of item generation which is a significant fix, especially if you have the DLC’s (the more ite
Yes, that's exactly the place. And it is scheduled for release later this month.
[quote who="GhostMatter" reply="31" id="3442972"] It's crazy to see the character I created still used and updated in the game! [/quote] I love Lady Sculla! She has a mace that shrinks everyone she hits with it. She is one of my favorite champions. :) And yes, we are looking at sometime in April for this patch.
We don't do the translation our foreign publisher does. But I do see the errors (they translated the to german but it's an intenral name fo the spell the scroll is supposed to activate). We are letting them know what is wrong so they can get it fixed. Thanks for the update. As for the String not Found messages, if you could post screenshots I will forward them to them.
Glad it worked. Sean is awesome!
What level is your champion?!? I don't even know how that is possible.
[quote who="Heavenfall" reply="22" id="3442843"] + Fixed an issue where base effect attachments didn’t work on units. (for modders) Derek, could you elaborate a bit on this? I don't quite understand what it fixes. Is this the problem where effects are attached immediately in the unittype, and sometimes fail to show up in-game?[/quote] Yes, that's it. We put lots of checks in to keep spell particle effects from making units glow everywhere, wh
I dont have the issue here, so I suspect GFireflyE is correct.
It is fixed in 1.6.
[quote who="StevenAus" reply="18" id="3424724"] I think it's caused by the wildland fix that Stardock put in, that attempted to make all stacks with the cloudy bubble (ie. stationary lair-guarding monsters) not move. Problem is if a roaming monster gets added to a stationary stack, the whole stack becomes mobile. If you made it so that if there are any stationary monsters in a stack the whole stack can't move PLUS convert stationary monsters to mobile monsters w
Fixed, thanks! The problem was with the rng. It adds up the likelihood of all the items that match the criteria and then picks a random number in that total weighting. An int is used to perform that and there were enough items that the total weighting was larger than the maximum int size (so the later objects were never getting selected). Essentially if each item has a likelihood of 400 then we can only have 87 that qualify to pick from, with all the DLC we were pass
[quote who="Heavenfall" reply="3" id="3441976"] That is, after all, the other side of the coin. An ability might read "deal 3 extra damage against shield users" but it might also be "gain +1 dodge while having a shield equipped".[/quote] K, got it working either way.
Indirectly, es. The diplomatic value isn't fixed, it depends on the accepting AI's situation. If they don't want Iron then they value it at 0. This becomes more common when there is more iron out there. Reducing it will make the AI less likely to have stockpiles of it and value it higher.
Yeah I was thinking about you when I added it. It gets rid of the funkiness you've had to use for making things that give a bonus vs mounted units (as long as you arent mounted) and such. This way you can just have it give a bonus vs mounted. All it does, as currently implemented, is replace the attackers stat in the comparison if there is something filled into the BonusValue field on the game modifier. So no, it allows a check against the supplied
Fixed, thanks!