What is the limit of modding in FE ? Can we add a casting skill like in Mom ?
I think modding in FE can be very powerful, because many things are written im XML, but it is difficult, at least for me, to find the right commands. My plan with the mod was the following, but the trait selection at the level ups did not work and that was the reason why i made the mod less complicated.
- Paths replace Professions (worked for custom Sovereigns, but not for standard Sovereigns)
- Paths can be selected at level 1
- Path of the mage: - 25 % tactical mana cost
- Affinity: - 15 % tactical mana cost and Uncommon
- Armorer is a Defender trait and no Profession (trait was not visible at the level ups)
- Beast Lord is an Assassin trait and no Profession (trait was not visible at the level ups)
- Diplomat is a Governor trait and no profession (trait was not visible at the level ups)
- Hunter is an Assassin trait and no profession (trait was not visible at the level ups)
- Warlock is a Mage trait and no profession (trait was not visible at the level ups)
- Warlord is a Governor trait and no profession (trait was not visible at the level ups)
- Evoker traits are removed
- (School) Specialization trait requires Mage and (School) Apprentice (only one requirement worked)
- (School) Specialization increases the number of (School) shards by 1