![]() This variable would have been the one to determine how many of which to create of which tier.Ĭhanging these values to anything above 0 would actually place those buildings on the map. You could buy one of those units for free every week. Back in early access, you could take over buildings that generated non-hero units to fight alongside your faction. However, we recommend you use Notepad++, as it keeps the syntax and spacing of the original code, making it a smoother editing experience. ![]() txt files, you can easily edit them with any text editor. These text files are considered Streaming Assets by the engine - files loaded from outside the build itself but rather from the filesystem. If you are familiar with ".ini tweaks" in games (especially Unreal Engine ones), you'll find the process very familiar. Some examples of exposed variables are AI aggression, XP gain, cover bonuses, trait chances, the grading algorithm, as well as the amount of resources you and the AI start with. ![]() You can use this same method today to easily tweak values in the tactical and strategic layers. Originally this was a development tool, where we experimented with different values on the fly. Though there are alternative tactics and the changes we are currently testing on the beta branch just might make some of your favourite tactics unviable.While some settings and values in Fort Triumph are hardcoded, many are stored in plaintext files for easy editing and modding. Other than this, you've nailed it quite nicely. At max tier it also has no cooldown meaning you can use it several times per turn to really rearrange the enemy army. It's actually very versatile (triggering attack of opportunity from afar, lining up enemies for a kick, moving a unit out of cover, etc.). Telekinesis is available for all classes as cross-class. Gotta have some limitations on those mages. It should also fix the Paladin being too 'broken' as you've put it.īloodthirsty is indeed not available for cross-class.ĭaredevil is available for melee characters. These might be implemented in the main branch in the future and affect your overall strategy. If you check out the beta branch, you'd see some major changes to stunning and physical attacks. ![]() Hey Galdred, really cool feedback and a great guide.Ī couple of things we should probably note: I don't know if it is possible, but Telekinesis would be much better on a melee character (for all of these times when you have a single AP left, and nothing to do with it).Ĭhain lightning is also good, but nowhere as good as fireball, because you need to pass the first attack roll for it to work. It can be worth taking if you run with 3 ranged DPS (it costs 1 action + 2*1AP for overwatch after the upgrade for 3 attacks, which is relatively efficient, especially if the target was behind cover, but you are just paying 3 AP for 2 attacks instead of 4, but the overwatch attacks are basic). I don't recommend it, as it is too situational. It is basically a melee spell, so it is not very useful on the mage (you'd better put the opponent out of melee range with Faraway lift and attack him with a proper spell), but can be OK on frontliners.I was disappoing with Telekinesis, as the effects were basically the same as lift, but with a better range, which is expensive for a skill slot. These two spells are the best the mages can get, and should always be taken if possible.įireblast is a weird one. Vortex is awesome at stunning opponents, and you should always take it.įireball is great for two reasons: it has a huge AoE (when upgraded), and doesn't require a roll to hit. Whirlwind is a super utility spell that can really help getting a distant target stunned. MageIt is my prefered class, and the one I prefer to stack +Action/+Power items on.
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