I don't like some mods but I don't go on the modders' threads and dis them. There's a difference between not liking some mods and being disrespectful to the modder, who is after all, not getting any financial renumeration for it. If you don't like the mods, don't use them. What is the point of coming on a thread and being disrespectful to a modder when your only reason is that you don't like the mod because you think it makes the game too easy?&nb
StevenRLynchAbundanceThatIAM
I'm following this... even if I haven't played LOM. =) I really like your mods, their creativity and the way you expand the game to the maximum extent of the modding system.
Heroes of a Broken Land is a good little indie dungeon-crawler, with some kingdom management and multi-party dungeons. https://forums.elementalgame.com/450050/get;3420156
I've had a Dark Wizard with only 1 Unit in his army cast Summon Death Demon and have no result though, so it can't just be that there are too many units in the battle.
I have made a minor edit to my previous post, Reply #5.
Double left click an enemy when nothing else is happening - you can then look at the traits they've got. If they have Immune to Poison or Hardy then they are totally immune to poison and poison damage. =) EDIT: Of course if it is a hero and they have Hardy or Immune to Poison but also have the -50% Poison Resistance Injury (Chipped Tooth), they will only have 50% Poison Resistance.
EDITED: I think this is a really fun little indie game, with a lot of replayability and the need to be careful when positioning in dungeons (traps, monsters, and turning corners when both ways are valid) and dungeon fights, and be ready to exit the dungeon when low on mana and mana potions. Your facing when you meet a group of monsters is important, and can make the difference between getting smacked and lightly grazed (there are three scenarios: normal - both sides are facing e
It is quite fun, but the graphics lower the experience a bit. I would take it that the graphics how they are is how they'll be in the final version, though I may be wrong. It is easy to play a lot of it though, and even the smallest map (tiny) last a long time
As long as the AI doesn't cheat and cast them when the whole cooldown hasn't expired yet (as I think it can still do).
There should be a floor on research from any source that says it can be no lower than 0%. So it would be like unrest "Capped at 0%". No matter what modifiers you have, if it adds up to less than 0%, then it is exactly 0%. Of course there would be no cap - it could be greater than 100% (unlike the cap for unrest).
Bacco, before you defeat him, levels up with any bonus to monster player. I'm not sure if that is the difference between the two different Baccos.
The "Dead" race is in the newest DLC, The Dead World. To get the full effect in a custom faction, you need to choose a custom race that uses the Dead race, AND have Undead (which costs 2 faction points), which gives free wages and the Graves limit for growing your cities. You get no natural growth, but any growth bonus still works - you are limited by Graves space rather than food, so ignore the food yield of your tiles. Ideally you have 1 food, enough for proper graves, a
I've used the XP mod, but I changed the settings to 101, 201, 301, 401, as in GFireflyE's mod. I play on Gigantic maps with a Custom Female Ghost Sov (Spirit is handy) against all the AIs except Procipinee who is on my Team (but in my latest game she got eliminated by Monsters, naughty naughty ;-)). I thought that the monsters sped up a bit too quickly on your default settings when you have a Gigantic map with 10 other factions.
I think any difficulty level above Challenging gives the AI lots of free traits. Though if you happen to capture one of their units (Tame or Silvertongue) you get to keep the extra traits (although obviously not the HP bonus).
Yeah. As long as your whole army doesn't get killed, you would just continue with one more injury and stay where you are. Also, can we please have a way to dispel a strategic spell such as Tremor, Freeze and even Tornado, even if it costs mana per unit that is "cured"?
I agree! Derek, have you fixed up the bug that if some heroes get killed by a strategic spell, but the army leader doesn't, that they get immobilised in enemy territory rather than getting teleported to the nearest friendly city? You'll have to work out how to separate any hero that dies from the rest of the army in order to make sure any injured heroes get taken back to town.
AFAIK it has. At least two of the DLC04 files were updated recently on my setup.
I give me myself one reload for example, if I let the AI attack a weakly defended city. But I still prefer to play the game only reloading if I have a crash and the most recently saved game is not current. I figure that if it crashes, I can do what I like when I reload the game because I didn't choose it to crash at that time. Human nature is misunderstood. It has the potential for great good or bad. It's good if you can avoid your ego getting involved
Most changes resulting from change in ownership/other details happen on the next turn, from shards to growth. You need to manually avoid running over the resources until they change to your side.
That would mean that you would have to have to have ten different techs, the last being repeatable. AFAIK there is no way to apply a bonus infinite times which also scales down when you research more of it.
The game would have to provide a check like is available for Quest/Event Dialog options that require enough Gildar/other resource etc. for this to work. I hope if they do implement the suggestion in the OP of this thread that you can set a requirement so that when taking it away the number resulting is no less than zero. Although it might be already possible to do this, not sure.
I guess Morrigan's Call would also update if you lost death shards, too.
You do know that Henchmen can learn full spell schools from Tomes too (unless they have the Adept line of the same kind of magic, although it might still be possible, I haven't tested that one)? They are considered by the game as champions in every respect, except you train them rather than get them from Fame Milestones or Quests.
As parrotmath has reported, there are some big river-type errors that his river correction program can't fix, and the map may need a redesign to fix them.
What are the differences? They are traits are they not? You can give unit traits with usable items, so I was just going to use similar code to add the new L1 traits. Let me know if there is a different setup.