No idea I'm afraid. Have started a game but not yet encountered them, crossing my fingers... EDIT: Spotted a bug just as I posted - the traits Brashear and Mousy are available for designed units.
MisterAedan
Looks great, I'll add it to my next game and see how it goes. I love quests that give champions as rewards so this is right up my street - particularly if they have unique abilities.
Had my first pony sighting this evening! Obviously the game looked at the overly-serious background I wrote for this guy and decided he needed to lighten up, as I have been getting all kinds of silliness in this game: </p
Playing my third game with this mod (first time with latest version). Really enjoying all the new spells, seem add a lot of depth to the game (and Root and Lay on Hands saved my bacon several times in the first 30 turns, after getting stuck in a nasty starting position). Now I'm trying to find a good mage hero to raise as a wizard, those spells look ace! [e digicons]k1[/e]
I haven't seen what you're describing exactly, but I encountered something similar with the Butchermen squad that heals itself and adds another member every time it kills an enemy. The heal would apply, but the increased number didn't show straight away until I next attacked with it - at which point the extra guy popped into existence. The reason I mention this is that the extra guy did eventually show up. When you moved/attacked with the units, did the units "upd
Have seen a similar thing in sandbox mode in city assaults, against a Gilden AI who had developed its cities to a high level so that they were defended by hordes of militia, a catapult and a large number of stationed units and heroes. Lord Markin was supposedly present in the battle, but not anywhere I could see or target him, even after killing all other units. I had to end the battle with autoresolve after being unable to find him. Ran into it in the campaign too, similar to what
I've never used the scroll scribe, what does it unlock that makes it essential (for some players at least)?
Heal's great if you can secure the shards for it. A fast mage hero or henchman focusing on healing spells can keep a warrior champion going for some time in fights against dragons and other big monsters. One of the few things I have dared to mod so far is the cast times and cooldowns on spells that were otherwise not very attractive. Storm (?) in the Air spells lost its cast time as to me its downside is its randomness; Drain Life doesn't have a cast time any more but does hav
Doesn't it currently only ("only") provide the ability to recruit champions from both kingdoms and empires, and provide the Broken Loyalties spell, while the Silver Tongue spell itself comes from the Diplomat sovereign career? I think that just the champions aspect alone would probably still be worth more than one point, while Broken Loyalties wouldn't be worth one point in most games unless it was paired with an influence-generating trait like the Altarians have. Although a c
[quote who="beastregards" reply="51" id="3284491"]I am not sure if mod file will overide coreabilities.xml and I am not going to mess with core files, as I could do more harm than good. [/quote] When I tried removing the HP penalties for Wraith and Amarian blood the mod file didn't override the core file, and I started seeing a weird effect with tooltip info showing up twice, and the HP penalty seemingly still there. Totally possible that's just newbie ineptitude though.
[quote who="stax77" reply="5" id="3284447"]I believe iru elixirs can now be bought in cities(conclave with alchemist i think, or whatever the highest-level potion-selling building is)[/quote] Yeah, although I'm a little confused about how that works. Is it only the case that they can be bought in the ZOC of the city with the alchemist, and not throughout the empire? That seemed to be the case in my game but am not entirely sure.
[quote who="rlane48" reply="15" id="3284405"]v2.0 up[/quote] Great! Just recently started a game with v1 and like what I see so far. Looking forward to trying out the new version now. [e digicons]k1[/e]
[quote who="Tuidjy" reply="1" id="3284411"]There used to be a quest that would give you a chance to choose a potion that heals all wounds. I have not seen it in a while.[/quote] Ran into it recently, so it's still in 1.02. But now that Iru Elixirs are around and Butchermen can multiply themselves, I actually chose to recruit the Butcherman instead. It paid off, the creepy bugger practically won the game for me, but that was rushing my enemies on a tiny map. In a larger, long
Hi Rej_Draeger, I'm in a similar position to you in that I'm a GalCiv II fan without much time for playing lots of games; I also came to FE without having played or even really having heard of War of Magic. I pre-ordered during the Beta after being impressed by what I saw on the forums. Firstly, if you enjoyed Twilight of the Arnor then Fallen Enchantress feels more "finished" than TA did on release. I'm thinking mainly faction differentiation here - TA had problems with t
#1. No problems with either.
Just finished a game I started in 1.01 (now gonna actually get around to patching to latest version) and the game's getting really good now. The AI, on Normal difficulty, actually put up a fairly solid fight against my cheesy, though not always competent, strategies, captured a couple of my cities, used special units effectively, and AI-controlled Verga even managed to conquer Torax's wildland, something I was scared of much of the game. Very satisfying to play against an AI o
I'd appreciate some enlightenment on this too - a city that I thought would be moderately well-defended was attacked and recaptured by Gilden because the militia (it was a level 2 city, so would have had three units of militia and one of archers) didn't show, leaving just three units of slaves to fight the invaders. Was it because of unrest, or because I hadn't held the city long enough? Another city I had captured from Pariden some time earlier was attacked a few turns be
I'm currently trying to play a game as each of the default factions and sovereigns. After a good game as Altar and a less successful one as Resoln, I chose Magnar, who I've never had much luck with in the past but is proving to be something of a badass this time around. In the early game I followed much the same strategy as Emperorjarin above, spamming one unit of slaves per turn and using them as meat shields and strategic mana reserves. The other two Flesh-Bound spells never
[quote who="Schweiz" reply="26" id="3276291"]Lord Xia isn't thinking outside the spellbook. Eat your champions souls, steal their summons... Summon Familiar, SUMMON MORE SUMMONS! [/quote] Oh my, that was my breakthrough moment with Magnar a couple of nights ago - realising that his Imp could summon an extra Fire Elemental. Magnar and his two pets are now immolating everything they see while Mini-Mangnar hides in a city. Now just need to steal some Earth and Ice magic a
All looking good so far, seems to be a slight improvement over 1.00 for me.
[quote who="joasoze" reply="26" id="3271623"]Umber, but without master scouts. Its all so sad. First they take away Umber as a default nation, then they give them the most newbie ability of all. Its sabotage from the other races... I would gladly pay for a DLC where this is fixed.[/quote] Yeah, this. Umber-with-snakes was my favourite Empire, they have since been surpassed by Yithril. Big angry monsters who can train even bigger, angrier monsters are where it's at.
As I posted over in the original thread, I would like more scenarios, including more sovereign backstories. Particularly something from a Fallen perspective, although it would also be interesting to find out what Markin and Irane were up to while Relias was screwing things up in the East, or to play through Tarth's rebellion against Capitar. I kind of like having premade maps as an alternative to random ones - the one I'm playing at the moment has been quite exciting - but wou
I would buy a DLC map pack, but am with others who would like to see new scenarios (especially more sovereign backstories, I got a kick out of the Fallen Enchantress campaign). I'm playing a pre-designed map (the Bay of something or other) at the moment and am enjoying it so would play more, when I want a break from random maps. Stamps would also be good, as mentioned above. If this DLC is successful, can we get somewhere along the line a revamped Umber and Capitar
Holy crap, this looks amazing. I've been meaning to give this mod a spin when I have time, but now I'm going to make time!
[quote who="Poko8" reply="2" id="3252662"]Definitely clear of all quests[/quote] Yeah, likewise when it has happened to me - either no quests in log or only wildlands/master quest ones, and it has still happened.