[quote who="Leo in WI" reply="21" id="3477736"]I find the menial task of moving heroes to each other, possibly leaving an area unguarded, to be the main concern, not the time spent doing it. Also I'm not talking many turns here, I'm thinking like 2 turns. My biggest gripe about the instant inventory, is the weapon/armor sharing tactic. I suppose being this is a single player game, I can just not do it. Still, there is just something that irks me about such tactics.[/quote] Fro
mqpiffle
[quote who="Leo in WI" reply="19" id="3477719"] Quoting mqpiffle, reply 18The bigger issue I think would be getting the item to the correct hero. The more I've been playing lately, the more un-fun the trading mechanic has become. While it's more realistic to have to bring champions close together to trade with each other, I'd rather it just be an open trading system between all heroes. If you wanted to keep some limitation in a more open system, it could be implemented
[quote who="GFireflyE" reply="14" id="3477691"] Quoting Alstein, reply 12 The problem with the new class limitations is that most folks only want 1-2 heroes out in the field due to XP splitting, so this is going to make a lot of items unusable. Maybe a better idea would be class-specific utilities/bonuses, like sharp longsword having extra +crit +crit damage for assassins? That way it stays useful for others, but best for assassins. Staves would h
IMO there should be a class of mage only staves (ie wands) that are 0 init and 0 att, but can do cool things like grant unique spells or abilities.
[quote who="Primal_Savage" reply="3" id="3477307"] Quoting mqpiffle, reply 1Feedback, balance issues, bug reports are always welcome! I just looked at the .xml, haven't tried in game as I'm about to go to sleep, but your MQP_TurnUndead spell is using UnitStat_Attack_Life whereas it should probably use MQP_UnitStat_Attack_Life (Though if you have XtraDeconstruct installed it should work properly as the UnitStat_Attack_Life is defi
Feedback, balance issues, bug reports are always welcome!
[download @nexus - direct link] <a href="http://www.nexusmods.com/fallenenchantresslegendaryheroes/mods/4/?http://www.nexusmods.
I suppose I could have worded that better. What I mean is [map and clothes color]. By 'map' I'm referring to ZoC and leaderboard colors. EDIT: OP edited for clarification.
Thanks tjashen! I appreciate all of your support and all you do for this community. Trying to get some screenshots up as well.
Oh, and abob, you really stepped in the bucket this time. A deep, dark bucket.
How dare you? #[e digicons]:troll:[/e]
I'll shut my mouth now before I get yelled at by Frogboy for being a whiney modder.
[quote who="Polistes" reply="17" id="3473484"] Will their be a dynasty system implemented this time?[/quote] If they adhere to the WoM design docs, it would seem likely.
[download @nexus - direct link] [nexus mod page] <a href="http://www.nexu
Perhaps a significant cooldown would help this spell? Maybe 10 turns.
To answer the title of your post: Low polygons with poor textures and effects in a 3d environment. Specifically for LH: Cities, Rivers, resources, basically everything is justified to the squares of the map. This is definitely dated and it feels lazy. Also the biomes should be more interesting and contrasting, each one should have its own effect on the game, and there should be more of them.
[quote who="Leo in WI" reply="6" id="3469349"] Quoting GFireflyE, reply 5agreed. I think it would be facinating if instead the bear would conquar the city and it would become its lair, pumping out more bears. You would then need to take your city back. Yes!! If not exactly that, then something similar or in the same ballpark.[/quote] Call it Wrigley Field.
[quote] Mindblast: 1 HP of damage for each each individual you have in a group (so a unit with 5 guys in it would get 5 damage per guy) (unless unit resists) Hero's Bane: 3 damage per unit for every champion you have in the field (unless unit resists) Auro of protection - unit will receive no damage for the next hit Aggression - all units gain +2 damage for their next attack Defensive Stance - all units gain +3
Tactical spells that are active for only one tactical turn are pretty much useless unless they are REEEEEEEEEEEEEEEALLY powerful. Having to use an action to cast a 'meh' spell which only lasts one turn will never, ever happen. Don't forget to make these spells ramp up with the number of shards under the player's control. There are already existing spells which ought to use shards as power-ups but don't. I also like the idea of using character level
[quote who="DARCA1213" reply="62" id="3469143"] There is alot of whining going on here.[/quote] Whining about whining? Very nice. Now back to our regularly scheduled program. [e digicons]:troll:[/e]
I bought into the EL alpha as well. It's a great start, but I haven't picked it up in a couple of weeks. I'll dive back in after a few more updates add some meat to the bones. I've actually been getting re-acquainted with TESV lately, when I've had the time to play anything.
BTW, what is the planned release date for this update?
I could go for that. Unlike Hall & Oates.