Where did the weakness trait go?

Have updated my FE to the newest version of 1.01, and I notice the "Weakness" trait is gone, I really liked using this trait and don't understand its gone, if its a decision from the game, fine by me. BUT.
Why is there still units using a removed trait? (Scouts), and why can I still edit scouts, and re-use the weakness trait? If you want to remove it, shouldn't you remove it from those same scouts?

Lets take an example (both for why I liked it, and how I can still use it, even though it was artificially removed.

I have my current scouts:

These possess the "Weak" trait, but is still editable.

Now I go do my own thing with them, because I know the standard weapon "Club" was made terrible by mistake, so I go make a unit that is far superior to the normal militia in almost every way.
I go click "Edit" on the scout, equips it with a spear, and removes the "Scout" ability.


I wonder why I cant edit out the "Weak" trait even if I wanted, but that doesn't matter.

I then proceed and save my unit by the name of "Spear Militia".

Voila, now I have a militia that is 27 production, 6 attack, and 20 initiative (and all other stats the same), instead of 30 production, 5 attack, 16 initiative.
I lose "Bash", but gain "Immune to Counterattack" and "Ignores 50% Defense"...

Sorry, the post ended out a bit 2 sided, but if nothing else, focus on the silly-ness that they half-way removed the "Weak" trait...

Sincerely
~ Kongdej

51,041 views 22 replies
Reply #1 Top

what do Gray March and Spear militia do?

Reply #2 Top

I was wondering where it went too, I used it all the time to make cheap troops early in the game when it's harder to produce things quickly.

Reply #3 Top

Quoting Tasunke, reply 1
what do Gray March and Spear militia do?

Gray March is a rubbish unit part of the standard unit pack, Spear Militia is the unit I designed. (Described between the pictures).

~ Kongdej

Reply #4 Top

It's Procipinee's doing!  She is weak now, so she cast a spell to make herself unique.  Of course, it being Procipinee, she did not get it right, and one can still make weak units. 

On the other hand, the spell required so much effort, Procipinee is even more worthless than she used to be.  I wish the developers would consider a sovereign's peculiarities before they make changes. 

Reply #5 Top

Quoting Tuidjy, reply 5
On the other hand, the spell required so much effort, Procipinee is even more worthless than she used to be. I wish the developers would consider a sovereign's peculiarities before they make changes.

Hah, me 2, I will look to modders for a proper balance I suppose (you did not see this, Imagine I am positive about the game ;))

~ Kongdej

Reply #6 Top

Argh, this is a very annoying bug.

Reply #7 Top

It's not that bad... if you want the trait, just edit the scout for it and change equips/traits.

Reply #8 Top

Quoting Kalin, reply 8
It's not that bad... if you want the trait, just edit the scout for it and change equips/traits.

Altar cant do this...
PS. there is no notice of this in the 1.01 patchnotes.

Sincerely
~ Kongdej

Reply #9 Top

I could be wrong about this, but Weak no longer seems to have <AbilityBonusType>Unit_Design</AbilityBonusType> attached to it. Probably to allow Procipinee to have it too. Maybe this is the problem?

Reply #10 Top

Quoting Kalin, reply 8
It's not that bad... if you want the trait, just edit the scout for it and change equips/traits.

Doesn't work when you're trying to add weakness to a Magnar slave.

Reply #11 Top

Maybe it was a design decision because training units with weaknesses seems silly?

If the case is that units cannot have these traits, then all units that we train shouldn't have these traits.

If it was just an oversight, then we should be able to add these traits to other units.

If you are worried about a production deduction being to high, lower the production deduction.

In the idea of making units, more traits to choose from the better. Forces people to make decision with a plethora of choices.

Reply #12 Top

Quoting parrottmath, reply 12
Maybe it was a design decision because training units with weaknesses seems silly?

I think of it as a way to cut corners in their training to get them out sooner.  If I'm just going to train a mounted scout for recon-only, they don't need to spend weeks doing push-ups sit-ups, and squat-thrusts.

Reply #13 Top

Weakness is an excellent trait to put on a Magnar slave, or a fire staff user. I'm disappointed by this change.

Reply #14 Top

Hmm. how about a bump? ^_^

~ K

Reply #15 Top

Quoting rvgr, reply 14
Weakness is an excellent trait to put on a Magnar slave, or a fire staff user. I'm disappointed by this change.

I thought weak was just for slaves? What's the matter? It's still on pioneers ;)

Reply #16 Top

Quoting sjaminei, reply 16

Quoting rvgr, reply 14Weakness is an excellent trait to put on a Magnar slave, or a fire staff user. I'm disappointed by this change.

I thought weak was just for slaves? What's the matter? It's still on pioneers

the matter (to me) is that right now I have to do something finnecky to get my weakness trait (to make spear militia), this also limits my options about how the unit with the weakness trait looks (I can only edit the scouts, not the pioneers), if I reset the looks or change gender, my weakness trait is gone. AND it just feels wrong when I edit the scout, that I am either able to use the weakness, or the UI doesn't support it properly.
Besides that, I didn't even hear a word like "We looked at it, and we are lazy" or "We think it works fine now", or "We will fix it after our huge list of other items". Nothing... And I consider this one a "glitch/bug" type of thing, it doesn't blend into the game very well that some units which are edit-able use a weakness you cannot use yourself.

(reads my own text)... ok you may call me names, but only here ^_^

Sincerely
~ Kongdej

Reply #17 Top

OK I found it in the code.

Just add the following line into your Core Abilities file after </Datachecksum>

Code: xml
  1. &lt;AbilityBonus InternalName="WeaknessAbility"&gt;
  2. &lt;AbilityBonusType&gt;Unit_Design&lt;/AbilityBonusType&gt;
  3. &lt;AbilityBonusOption InternalName="Weakness"&gt;
  4. &lt;DisplayName&gt;Weak&lt;/DisplayName&gt;
  5. &lt;Description&gt;-1 Attack, -15 Weight Capacity&lt;/Description&gt;
  6. &lt;Icon&gt;Ability_Weak_Icon.png&lt;/Icon&gt;
  7. &lt;GameModifier&gt;
  8. &lt;ModType&gt;Unit&lt;/ModType&gt;
  9. &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  10. &lt;StrVal&gt;UnitStat_Attack_Boost&lt;/StrVal&gt;
  11. &lt;Value&gt;-1&lt;/Value&gt;
  12. &lt;Provides&gt;-1 Attack&lt;/Provides&gt;
  13. &lt;/GameModifier&gt;
  14. &lt;GameModifier&gt;
  15. &lt;ModType&gt;Unit&lt;/ModType&gt;
  16. &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  17. &lt;StrVal&gt;UnitStat_WeightCapacity&lt;/StrVal&gt;
  18. &lt;Value&gt;-15&lt;/Value&gt;
  19. &lt;/GameModifier&gt;
  20. &lt;AdditionalTrainingTurns&gt;-10&lt;/AdditionalTrainingTurns&gt;
  21. &lt;Cost&gt;-1&lt;/Cost&gt;
  22. &lt;HideWhenUpgraded&gt;0&lt;/HideWhenUpgraded&gt;
  23. &lt;Type&gt;Weakness&lt;/Type&gt;
  24. &lt;AIData AIPersonality="AI_General"&gt;
  25. &lt;AIPriority&gt;5&lt;/AIPriority&gt;
  26. &lt;/AIData&gt;
  27. &lt;/AbilityBonusOption&gt;
  28. &lt;/AbilityBonus&gt;

That should solve this.

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Reply #18 Top

heh, I wonder why abilities can't exist as both unitt and hero abilities :S...
Thanks amazing halmal for an easy solution!, I still wish the original game would look into it though, as it seems a little... unprofessional if you ask me ^_^

Sincerely
~ Kongdej

Reply #19 Top

No problem, glad I could help.

Reply #21 Top

Quoting Rhaegor, reply 21

Quoting parrottmath, reply 12Maybe it was a design decision because training units with weaknesses seems silly?

Agreed.

In that case it shouldn't be used for scouts?... ^_^
I don't quite agree though.

Sincerely
~ Kongdej

Reply #22 Top

Personally I think its useful early on for those nations that don't use slaves as it can allow for the production of some cheap units for scouting/guarding.  Build three units in the time it takes to build one have a guard for each Sov/Champ and one for scouting and have at it.