Yeah, you are right, they actually have fractional hit points left (0.5 or some such). We need to round that up, let me check it out. Thanks for the report.
DerekPaxton
This is fixed in 0.86, thanks.
Fallen Enchantress patch 0.86 (released on 2/24/2012) Bugs: + Fixed an issue with the [S_MONEY] and [L_MONEY] tags in conversations + Fixed the Assassins Blade quest + Fixed the Killing Jar quest + Fixed the Trolls quest +
When the next update comes out.
Fixed, thanks.
Fixed, thanks.
Fixed, thanks Manii.
[quote who="Tasunke" reply="59" id="3089297"]If the mouseover is correct ... "Path of the Serpent" is unfortunately quite useless (I really like the lore of it/feel of it ... but I don't see any benefit, since anyone can recruit naja/ophidian/drakes)[/quote] I dont recall when I fixed this (i thought i did it in time for 0.77) but only civs with Serpents pact can build camps on the Naja, Drake and Ophidian lairs. I just tried a test game and
Fair enough. I put a really awesome item at the end of that quest so that if you have the victory off you can still do it and get something cool for it. It's definitly OP.
Fixed, thanks.
[quote who="CdrRogdan" reply="53" id="3089266"] @mqpiffle and others that are cheering the way the split xp mechanic is implemented: How in the hell can you commend this? It was obviously a blanket change based on the ease of programming! Adding another line to modify how experience is calculated units would have required a new tag for unit xp versus champion xp. Not doing this just comes across as lazy. They already have tags for units and champions, this is ju
I created the post on Jan 30th but I've had it marked hidden until today. It was an easy place for me to update and make changes as we changed things.
Fixed, thanks!
Fixed, thanks.
I tested this with our internal build (we fixed a lot of casting time issues) and it doesnt have the problem. The dev thinks the changes would have resolved it. I'll keep an eye out for it though.
[quote who="StevenAus" reply="11" id="3078803"]No. Only one spell per side can be charged up currently in tactical combat. If you cast another spell, either the current spell is wasted or the earlier spells are wasted (I think it is the latter). So unless they change that mechanic, Fireball and Blizzard are broken, or if a Counterspell is available, totally useless.[/quote] I just tried this with the current internal build (2 of my guys casting fireball at the same t
Such good feedback, thanks. But lets compare everything. Contagion is a rank 2 spell (requires 2 air and 2 death) so it is available to 3rd level casters, starting sovereigns could have it. It costs 18 mana and takes 1 action to cast. It does 3 poison damage (+1 per death shard) to every enemy in battle every turn for 10 turns. Fireball is a rank 3 spell, you have to be at least 5th level to know it. It costs 30 mana to cas
First off, thanks to everyone who has played the beta and provided feedback. You are probably wondering what we are going to do next. From a high level there are several types of gamers, different experience levels, different amounts of hours that they will spend with FE. Someone playing their first game will appreciate and need different things than someone playing their 10 th . We need to appeal to both groups. Because of that we will
The design is that armor is heavy and increases encumbrance. The higher your encumbrance the slower for initiative (currently the range is from -1 to -3) and can reduce the units movement (by 1). Trained units for most races will have a hard time wearing heavy armor and weapons unless some traits are spent on increasing strength further increasing the cost and training time even more than the armor alone did. Archers are welcome to spend their
Personally I appreciate the threads, even if they are redundant. People are in the beta to give feedback, so I'm glad to receive it. Honestly champions were underpowered through much of development. We put more loot in the world, still underpowered, we made that loot better, still underpowered. Then we made them not die. Power! We have some balancing to do, I really liked Heavenfalls post about making injuries more meaningful and I've checked in
Fallen Enchantress 0.85 patch (released 2/23/2012) Features: + Imbuing removed from the game. Champions start with the ability to cast + Improved performance +
Fallen Enchantress Beta 1 patch 1 (version 0.77) is available for download from the Stardock store. You should find a patch update if you already have the game installed (so you don't have redownload the whole game). Players installing for the first time will need to apply the "Full Beta" download and then download and install the "Beta Update". Download: https:/
We have some in the game right now. Blood Season, Eclipse, Meteor Shower, Hulk Smash! and the Revelry. Im wondering if they need to be more frequent though, they are pretty rare. ps. One of those events may not be real
It seems to be working fine for me, is anyone else seeing this?
It is displayed on the battle results screen. It is the number by the crown icon. The three numbers on that screen are: How much the unit has taken, [Sword icon] How much damage the unit has done, [Crown icon] how much experience the unit has gained We could use some tooltips there to tell players this.