Werewindlefr

Werewindlefr

Joined Member # 2728610
0 Posts 198 Replies 14,432 Reputation

[quote]Cast that same spell on a high armor unit and the effect is not as pronounced.[/quote] If you're talking about regen... it's the opposite. It's much better on low HP, high armor units.

856 Replies 2,045,451 Views

[quote] There's no equivalent way to degrade the value of raw HP. [/quote] That's the advantage of HP as a defense. The inconvenient is that it's much less efficient as a defense versus regular attacks, because our well-armored creatures don't have much less HP than our poorly armored ones. (Drakes are in the 300, all dragons are above 400 or even 450). Unless you've got extremely efficient armor negation

856 Replies 2,045,451 Views

[quote who="hairrorist" reply="531" id="3268833"]I'm just wondering if you've sat down and played a game with the numbers as they are now. Right now you can start a game and the instant you find a spiked collar you can start waltzing around the map without a care in the world, completely untouchable. I shouldn't be able to defeat virtually any army with a unit I can acquire in the first few turns. You say that you want the world to be monstrous, but in practice t

856 Replies 2,045,451 Views

[quote]Cave bears will absolutely ruin trolls, troll warriors, drakes, heroes up to level 10ish and probably higher[/quote] Perfect, except for the drake. Although it seems weird that it could take down a drake, unless the drake is verrrry unlucky. We're open to feedback, of course, but strong cave bears don't seem off to me - our version is supposed to be monstrous, supernatural creatures with strength comparable in power to elementals. As for units with

856 Replies 2,045,451 Views

In today's release (or soon if the bugs prove too much for me to handle) we should have: -Better lair balance. -Lair Guardians that don't move (They have 0 move on the Strategic map). However, you have to find a way to kill the guardians around you quickly, because they upgrade relatively fast... and to powerful stuff. You've been warned. The roaming groups 'should' always be manageable. Tough, but not so tough that you'd lose lots of re

856 Replies 2,045,451 Views

Request #7. Random tags for GameModifier Problem: It is currently inconvenient to assign a probability for a certain GameModifier to succeed. This makes the creation of abilities which have a change to trigger (as opposed to "triggered every time") difficult to implement in the current XMLs. This also had a history of breaking some of the buildings' intended purpose (adventurer's guild, I'm looking at you). Does the UI need change to reflect this? Absolute

60 Replies 192,469 Views

75%, maybe 80%. There's good things in FE, but quite a few mechanics work at odds with each other. And some design decisions are downright questionable. Most of these could be modded away, but it would kill the AI.

124 Replies 322,138 Views

[quote who="cardinaldirection" reply="2" id="3251670"]The basic concept behind option c is great: a level 5 city should be roughly equivalent to five level 1 cities in almost every way.[/quote]No, it should be a lot better than 5 level 1 cities, because reaching level 5 is an achievement. Why should I bother painstakingly reaching level 5 in a city when what I can do is have 5 level 1 (or 1 level 3 and one level 2, more realistically) cities?

27 Replies 14,634 Views

Dear FE Modders, Brad and Derek. I know that the Elemental XML allow quite a few nifty things. I still hope to see an API someday (because there's quite a few things that can't be done with XML), but with a little bit of imagination and ingenuity, there's already quite a few things that can be changed in the game. But there's one thing that has been holding me back all this time. Because Fallen Enchantress is single-player only (a decision that I

0 Replies 8,141 Views

Hello FE modders! I'm trying to create an extensive mod that will affect balance and gameplay to make FE suit my wishes better. I'm looking for suggestion on how to implement things so that: -They work as intended -Doing so doesn't destroy the AI. So here are the things I'm trying to 'correct': -I dislike the monster unpredictability and weird behavior. I am looking for a solution to this issue. I do

7 Replies 6,821 Views

The best discovery I've made in all this is the existence of boolean-type tests in calculate tags. By that I mean things like "Armor > 5". This is going to be extremely useful combined with Heavenfall unitstats libraries...

17 Replies 18,991 Views

It's an absolutely amazing game that will torture your mind at every choice you make, from moving a soldier to producing goods or selling alien bodies on the black market. Each decision can have terrible consequences. Move a soldier badly, and you might lose one or 2 high-level guys that you liked a lot. Buy a satellite and you might get long-term financial rewards, but might not have enough money to properly outfit your soldiers (who will then die on the field). Every decision has a cost

101 Replies 252,540 Views

Rewards for technology advances don't need to be in the form of obsolescence - they can come in the form of improvement. A simple example: you get new, very powerful weapons, but with a worse power/cost ratio. Since you are limited in the number of units you can put in an army, the new equipment allows you to build a very strong army - but at a very high cost. Anyway, lots of 4X don't have straight obsolescence and have "decrease in usefulness" instead. The Age of Wonder and t

23 Replies 29,782 Views

You don't choose to have 5 fire shards when you take a fire-magic specialized sovereign. Or when you find a hero. Adapting your strategy to what you find is one thing, but there's a gap between "some variability" and "complete unpredictability". The point isn't that fire spells should be good without fire shards, it's that they should be mildly useful. Anyway, that was a minor point - the real point is that a game with extreme variability in the resources available to

23 Replies 29,782 Views

What follows is my take on Fallen Enchantress' balance and its failings. I admit it's completely subjective, and that I might not understand the ideas behind the current balance choices well enough. But after playing so many games, this is the conclusions I came to and the feelings I was left with. Fallen Enchantress faces two strong issues, mainly due to its numerous components. Those issues are obsolescence (that is, the tendency of content and components of the game to lose

23 Replies 29,782 Views

I voted fair. Currently, Fallen Enchantress has huge scaling and pacing issues. While it's a 100% balance problem (and as such, fixable by mods and within the scope of beta 5), it still makes the game a whole lot less fun to play to me. It also makes the game content-poorer, because only good balance and pacing gives relevance to all content. If there's no point recruiting Darklings or Ogres, then it's just as if they weren't in the game in the first place. The AI stil

195 Replies 786,651 Views

Backswing is a poorly implemented mechanic and you should wait until they polish it (or ditch it entirely). And by polish, I mean make it work like it should work: every soldier who fails his attack roll gets a reroll. (Right now, they only get a reroll if they ALL fail, which is unlikely for groups.)

82 Replies 43,753 Views