[quote who="Heavenfall" reply="522" id="3508594"] Traditionally Children of Storm contained a file to overwrite all goodiehuts. [/quote] Terrain issue?
davrovana
Hm, not sure I agree. I like the Sk system but I think it is a little bit too powerful there. In LH it would make outposts crazy good. I like the idea of spawning defenders better. ZOC damage as an upgrade might work, but could still really screw the AI.
Updated to 1.42! New structures, re-balancing, more henchmen possibilities. Republic plays very differently from any faction now.
[quote who="Sentinemodo" reply="13" id="3504523"] also an install instruction would be handy [/quote] Check the OP it contains install instructions
Oh PS I am allowed to build on the nearby clay resource, as if I had an outpost there.
This is a mini-mod designed to solve a problem for stationed heroes: too little xp. DOWNLOAD HERE It gives you a building, 'Ye Old Tavern,' that grants 3xp per turn. Unfortunately it also promotes drunken behavior and hangovers among your work force, which has significant negatives. In my experience playing with this, it gives you a way to level heroes without being too powerful. Build t
.95 posted!
How did I miss this? So downloaded.
Maybe you should up the difficulty first.
I recently triggered the quest "Quests-Keepers_DestinysEmbers" and it spawned a goodie hut for me to visit. I think it is "BurningTower_01." But what is weird is that I am getting pop-ups that resources near that Goodie Hut are "in my territory." My nearest outpost is far away. I even seem to have visible borders surrounding this location to visit, even though the map is not actively visible, like a unit or outpost would make it visible. <a href="https://www.dropbox.com/s/hyjp
I don't know why, but non-humanoids just make better paladins. Almost done with .95 !
I like the look of that unit model, don't axe that! Can he be a regular infantry unit that just gets bonus damage against beasts?
Another spell idea: Destiny's Defenders: Every shard on the map spawns a medium-strength "shard defender" angel/spirit unit
Ideas for what you can spend destiny points on: Halt Shadow: Sorcerer King's stronghold does not spwan any monsters for 20 turns. Destiny's Champion: Summon a mighty hero (Pariden resurrected?) Destiny's Shield: Shards cannot be damaged for 10 turns. Destiny's Purpose: +10 logistics in capital and 10% Production bonus faction-wide Destiny's Sentinel: Enchanted city gets a super-powered auto-summoned city defender
Ahem. Thanks for the new features.
Every hero you add to a stack splits xp between the sovereign and that hero. Add a second champion, and then all XP is split three ways - one share for sovereign, one for each champion. If you want to level your sovereign, keep him out of stacks with champions, or use henchmen (they are champions that don't split xp)
[quote who="Derek Paxton" reply="17" id="3507043"] ...I already get enough penis enlargement emails and I just know you guys would start signing me up for all sorts of mailing lists... [/quote] Ha!
Frogboy- I'm interested. Very interested. I've written several modded quests for LH and am familiar with the tags and how the engine uses them. Sent an email.
Hey- dragged my feet on reporting this, maybe you've noticed it already. But the Dremorian and their Vigilant Watchtower in cities, I noticed it gave an initiative boost for the whole battle, not just the first round. This was awhile ago (before release), and I just looked at the xml and it seems to be right. If you didn't fix this recently, then maybe the tag doesn't work for improvements?
High initiative is my vote, period. As it is, the player can field very high initiative units. Dragons were challenging in FE because in addition to all their dangers, they were very high initiative. Give the bosses lots of chances to mess with the player and surprise them. Give them lightning damage, too, to surprise the elemental resistance crowd.
Quest: Escort Barren Witch to the fertility clinic
[quote who="Primal_Savage" reply="7" id="3506314"] AFAIK, the EmptyTile+Empty condition only applies to the "center" square (1x1) where the spell/stamp is being cast. Then, the stamp expands using that specific square as its middle (Destroying everything). [/quote] Exactly what I saw when I toyed around - I am guessing the reason Curgen's Volcano is so expensive, and there is no create mountain spell or other terraforming spells, is because they know how abusab
Update coming soon with more graphics and balance fixes.
[quote who="Heavenfall" reply="2" id="3506143"] Cool thing about terraforming spells in FE:LH is that they can place Stamps (pre-generated terrain pieces). You should check out the volcano spell if you want to push the envelope with terraforming. [/quote] Can't get a stamp to get placed other than the 'valcano' stamp in Curgen's Volcano. Have you done it successfully?
More graphics added, more coming.