![]() This spell when you play legitimately helps keep your hero keep a safe distance and not get hosed. Somewhere into mid game your heroes become undead and they can make use of their heal ability on themselves and have allies do the same. The necro hero is in a very stupid spot at the start of the game because he is alive and his army is dead. Instead of lasting the entire fight it now lasts 3 turns. The Sfitten limb spell is one of the most important early necro spells and they completely ruin it. ![]() If you get building X/Y/Z in your native area it can be an "I win" button. In a away I can hardly believe they would leave those elements on for tournaments because it only encourages the player to milk more exp from npcs. There is a 100% easy fix to this problem: turn off treasure sites/wandering monsters/dwellings. There is a problem with ghouling or resurrecting high tier monsters pretty early on. People were abusing some aspects of necro to win very quickly and easily in tournaments. Specifically it makes necromancer unplayable. Originally posted by N8tronic:What exactly does the balance patch gut? updated list of mods:Įmpire building(and compatibility versions for PBEM) See this post for a description of what "incompatibility" means: It won't cause any crash or anything, so no big worries to have. But you can still play with all activated. Then I guess you mean the 2 hero mods from Eomolch? These ones modify partly the same thing as the balance mod, so there will be come overrides of them over the balance mod. Racial Heritage adds new units and buildings so should be compatible with both too. Hero wardrobes is compatible with both because it changes visuals of Leaders and the other mods don't touch that. Ok so obviously PBEM & SP balance mod + EBM are compatible through the compatibility mod. Originally posted by N8tronic:Pbem balance mod and its empire mod compatable
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