Getting back into LH after the release of 2.5. Looking at some old mod ideas I had, one was to reform the professions that a sovereign could pick from on character creation. I was hoping to completely replace the vanilla professions through a mod (not altering the core file), but I can't remember/figure out how to do this, if it's even a potential possibility. Thanks in advance to anyone that might have some insight into this.
mqpiffle
*yawn* [e digicons]|-O[/e]
Thralls, perhaps? Only thing I can think of.
Indeed it does seem to be linked to the Circlet. Maybe two on-death effects can't be active on the same unit at the same time?
UI: *numeric overlays over skill and research bars (so we don't need to hover for info) also make it an option *construction completion bar for each city in cities tab (bottom ui element), also open that city with double-click of the icon *sovereign spell hotkeys both for strategic and tactical *hotkeys for top ui buttons (options/report/cities/spells/crafting/rivals) ; f1 - f6 perhaps *an option to display FPET(food/production/esse
Also remember the special abilities each unit has. The abilities of the axeman in relation to the wolf may balance out the hp deficiency.
I can confirm something wonky is happening with Raza, and now that I think about it the culprit might be the Necromancer's Circlet. Will check it out.
Arcane Bond does not work for Pariden either, in case you missed it...
[quote who="fmalfeas" reply="67" id="3590109"] Trogs are big vicious aggressive nasties. I wouldn't see them gaining by being masochists. I'd see it more like the Warrior ability. Instead of gaining over time, gaining by dishing out damage. (And Trog champs/sovs who pick warrior stack the two dealing damage gains, rewarding them heavily for a very, very aggressive policy on the battlefield.) [/quote] Yes I can see that.
[quote who="davrovana" reply="2" id="3590180"] No intentional similarities. [/quote] I'm sure...I was just kidding. [e digicons]O:)[/e] The mod looks good...I will give it a ride once 2.0 goes gold.
[quote] I love the idea that a sovereign can choose to favor, and enhance one element (earth air fire water) at the expense of the others via making landscape changes. (Favor fire and you lose some affinity with water, etc.) [/quote] Hmmm...sounds like my Rise of the Magi mod for FE. I'll have to check and see if Davrovana has been using my work without asking ;-)
[quote who="davrovana" reply="52" id="3589422"] Did Yithril/Trogs get skipped over in the racial bonus handout? [/quote] This is a concern of mine too. I see them as starting with higher Stamina, allowing them to use special abilities sooner than the other factions, but they don't gain Stamina per round. Instead, they can only gain Stamina by taking damage or hurting themselves.
Yes it is. A summon will not automatically upgrade like an enchantment. This is because the summoned unit can level up like a trained unit.
Derek, do you think it would be possible to fix the building rotation issue for 2.0?
Assassin's Strike is not working as advertised. As an example: The skill may say 'Execute a 42 attack', and the infocard will say 12-24 dmg after taking into account defense, but the result will be much below that, approximately 6 or 8 dmg. Usually the listed damage range on the infocard is accurate, so I'm not sure why the low damage results.
[quote who="mqpiffle" reply="3" id="3585983"] + More quests, especially mid-late game, including a faction quest which spans the entire game [/quote] By 'faction quest' a mean a separate story telling quest for each sovereign.
+ More quests, especially mid-late game, including a faction quest which spans the entire game + Deeper quests involving decisions which affect the 'DM', and vice-versa (think choose-your-own-adventure with choices which affect future possibilities.) + More total heroes, and heroes which tie into your personal story via the DM + Richer crafting and enchanting system
I think Scott may have mis-typed, but I see what he's getting at...if you want to pay the maintenance fee, then by all means stack-em-up. I like this. People always complained about the lack of movement in the previous Elemental games.
I'd like to see crafting and enchanting balanced and enhanced a little bit. Balance. I have yet to explore a full game, but even early to mid game I'm seeing items which I think to myself "I would never craft that....it's just not worth it." For instance the Aspect(s) of Fire/Cold cost four crystal resources plus mana plus some other stuff: this seems ridiculous to me for a simple +1 elemental attack, especially since I can craft
[quote who="BlackSmokeDMax" reply="2" id="3576481"] Quoting mqpiffle, reply 1 Agreed. Adding a random option which turns the portraits into question marks would be ideal. That option is there, I'm just asking for it to be the default selection as you setup a new game. Currently it always h
Agreed. Adding a random option which turns the portraits into question marks would be ideal.
I still feel like the crafting system needs a lot of work. For instance, gems should come in tiers (or quality) for Crafting: Chipped, Cloudy, [baseline] (no modifier eg: Topaz/Emerald), Radiant, Flawless. Each item requires a minimum quality, but if you use a higher quality when crafting you can get a substantial bonus to the base item. I also still think Enchanting should be spell based, and you need to research the spells to enchant items beyond their base crafting
I don't, but since most of my battles are on acrtic terrain right now, I should be able to snap one without a problem.