The Rider
11-08-2010, 11:45 PM
Changes in the gameplay:
Runemages descriptions fixed. Added the hint "Mage" for every unit that can cast spells and is affected by the Archmage skill.
All fonts are with increased size and some colors for hints are changed.
Changed the Moral degree names (Terrible, Bad, Low, Neutral, Good, High, Excelent), also all levels with different colors.
Moral changes:
All units from one race +1 Morale
Mixed humans and elves in the army +1 Moral
All neutral units +1 Morale
Demons always have +1 Morale
Archdemon increases Morale for demons by 1
Greendragon increases Morale for mages by 1
Bone Dragon decreases enemy morale by 1
If there are enemy Dragons on the battlefield, all ally Giants have +2 Moral
Hunter changed to Arcane Archer. Enchanted Arrows cause different effects on the targets, depending on their race:
Demons are frozen (30% chance)
Undead are burn (30% chance)
Lizards are poisoned (30% chance)
Orcs are stunned (30% chance)
Dwarves are pushed back (30% chance)
Humans are always hit (no miss feature)
Beasts(as well sheeps) and Dragons suffer 150% damage.
Added Magic Resistance (30%) and Restoration ability.
Archdemons with two new abilities:
Hell Gate: resurrects demons and in the same time raises Archdemons (1 charge). This ability is recharded every time when the Archdemons kill an entire enemy stack.
Winds of Hell: all enemies are left with 1 HP (only top creature of the stack) and in the same time all allied demons are completly healed, Also removes poison, desease, burn and freeze effects from them (Reload 3 rounds)
Archamges now have 15% critical chance when in Battle Trance
All units damage range changed, the difference between minimum and maximum damage is now greater.
Favorite enemy: every 75 battles the favorite enemy is nulled and your human units can choose another in the next battle.
Meditation Trance: Certain spells do not end the current turn but allow the spellcaster to act again at the end of the round. At the end of the round the unit cannot cast another spell but either move or attack.
These spells are Holy Rage(Inquisitor), Cure(Priest), Magic Shield(Archmage), Call Bear(Druid), Demon Gate(Demonologist), Magic Lock(Necromant), All totems(Shamans), Blood Mark(Gorguana).
Bonus after battle: A new screen is shown after combat. There are several lrandom bonuses (some depend on the ammount of fights).
Bonus Attack, Defense or Intellect (for the whole game: Warrior +2 Attack, +1 Defense, +1 Intellect; Paladin +1 Attack, +2 Defense, +1 Intellect, Mage +1 Attack, +1 Defense, +2 Intellect)
Bonus Spells (at sertain point some spell scrolls are given, spells depend on the class and the ammount of fights)
Bonus Items: Gladiator Blade (40 fights for Warrior), True Belief Banner (40 fights for Paladin), Ancient Amulet (40 fights for Mage)
Bonus Runes: small chance (3-5% +1% per each Trophy skill level) for random runes.
Bonus Crystals: 1,2,4,6 crystals depending on Alchemy skill (no level, 1st,2nd,3d level)
Bonus Potions: small chance depending on different skills for Mana(Wisdom), Rage Potions(Rage skill), Mana Source (only with High Magic), Life Fruit (Power of Spirit), Blood of the Goddess (Glory)
Special item: Army Shop, that is given after 30 fights. You can buy more units from these types you already have in your army, buy/sell/exchange runes and crystalls.
New color set for Green Dragons (green wings) and Necromants (teal-purple robes and poison yellow-green wands).
Added new features in the arena:
Critical attacks now work not only with base attacks but with all special abilities.
New Parameter: Maximum Damage from Spells(it is called Spell Mastery), certain chance depending on hero level, High Magic level, few items and the Mana ammount.
When you scroll Spell Luck your spells do maximum damage (even post-hit poison attacks).
Doomed units (from spell "Doom") always take maximum damage from spells.
Gaudi doubles the max spell chance for undead and demons.
Now not only Ancient Vampires but Ancient Bats take zero damage from critical attacks. They still can take maximum damage from spells.
Green Dragons, Arcane Archers, Archmages and Runemages always take minimum damage from spells.
Demons always take minimum damage from fire spells.
Dwarves always take miminum damage from Ice Snake spell.
Undead always take minimum damage from poison spells.
Archdemons always do maximum damage to other 5th level units (added skill Uzurper).
Allied undead units always suffer minimum damage from Necromant Cloud attack (zero chance for critical hit on allies).
Allied demon units always suffer minimum damage from Imps Fire Ball attack (zero chance for critical hit on allies).
Skill Changes:
MIGHT
Heroism: +2,+4,+6 Attack (was +1, +3, +6)
Resistance: +2, +4, +6 Defense (was +1, +3, +5)
Anger: 20%/+2, 40%/+4, 60%/+8 Rage Increase/Maximum Rage (was 20%,40%,60% rage flow increase)
The Power of Darkness: +3, +5/1, +7/2 Attack AND Defense/Initiative of all Undead (was +3, +5/1, +7/2 Attack/Initiative)
Bloodlust: +6/+2, +12/+4, +18/+6 Maximum Rage/Attack (was +5,+10,+15 maximum rage)
Tactic skill level 2 increases the Action Points from the Run ability by 1.
Counterstrike: third level now gives the No counterattack ability for all units for the first round of the battle. Counterstrike affects ALL units, not only humanoid, but all non-humanoid units have half the chance to trigger it.
MIND
Prayer: +3%/+1, +5%/+2, +7%/+3 Critical Chance/Defense (was +3%,+5%,+7% Critical Chance)
Absolute Balance: +4/+1, +8/+2, +12/+3 Mana and Rage/Attack and Defense (was +4,+8,+12 Mana and Rage)
Dragon Voice: +1/+6, +1/+12, +2/+18 Morale to animals and dragons/Increases Maximum Rage (was +1,+1,+2 Morale)
Trophy now increases chance for random runes after battle
Holy Armor: -15%,-30%,-30% less damage for the first 1,1,2 rounds of the battle from all magical, fire, poison and astral attacks.
MAGIC
Linguistics: +2, +4, +6 Intellect (was +1, +3, +6 Intellect)
Order Magic: +6, +9, +12 Maximum Scrolls (was with no scolls bonus)
Distortion Magic: +2, +4, +6 Maximum Mana and Scrolls (was with no mana/scrolls bonus)
Chaos Magic: +6, +9, +12 Maximum Mana (was witn no mana bonus)
Thesis: +2/+8, +4/+16, +6/+24 Intellect/Maximum Mana (was +2/+7, +4/+14, +6/+21 Intellect/Maximum Mana)
High Magic increases Spell Mastery by 5% for each level.
Archmage: random spells are cast during the first round on the enemies.
Transmutation skill now gives +1,+2,+3 Mana for killing summoned units (it was always +1).
All skills rune requirement changed, now skills at the beggining of the mind/might/magic tree cost less, but advanced skills cost more.
Skill requirement consider the fact that you got more runes from the battles but still you will have enough runes for 2-3 additional skills, so you can try different combinations.
Some spells are changed:
Slow level 3 now is mass spell
Healing does double damage to undead
Life Light does more damage to undead (before that it did less damage than Fire Rain but for higher cost)
Poison Spit - significant damage increase, so it is now usefull
Resurrection cost decreased
Lightning spell damage now reflects its cost (its full usage is ofcourse the shock effect, but still the 30 mana cost was too high for almost no damage)
Mana Spring now gives +5,+7,+9 mana per level
other changes that I dont remember at the moment, but more spells last longer depending on the hero Intellect.
MEDALS:
Head hunter now increases not only rage but mana as well (up to max) +8,+16,+24 against enemy heroes. In these battles it gives +2,+4,+6 mana every round (stacked with Concentration skill)
All class medals now increase Attack, Defense or Intellect by +2,+4,+6 (it was +1,2,3) - so the difference between the classes is increased.
Treasure Searcher: +4,+7,+10% experience
Guardian Angel: +4,+7,+10% resistance
Iron Warrior: +8,+16,+24 rage
Battle Alchemy: +8,+16,+24 mana
Holy Warrior: +10%,+15%,+20% HP of all third level units
I am thinking to make high level enemy heroes to use the spell book twice per round, but I am not sure at the moment.
I will publish the mod next week because it needs some more tweaking and experiments and I have to get permission to use the Army Shop feature from the original author.
If you have other proposals and if they are not unreasonable I will try to implement them.
:)
Runemages descriptions fixed. Added the hint "Mage" for every unit that can cast spells and is affected by the Archmage skill.
All fonts are with increased size and some colors for hints are changed.
Changed the Moral degree names (Terrible, Bad, Low, Neutral, Good, High, Excelent), also all levels with different colors.
Moral changes:
All units from one race +1 Morale
Mixed humans and elves in the army +1 Moral
All neutral units +1 Morale
Demons always have +1 Morale
Archdemon increases Morale for demons by 1
Greendragon increases Morale for mages by 1
Bone Dragon decreases enemy morale by 1
If there are enemy Dragons on the battlefield, all ally Giants have +2 Moral
Hunter changed to Arcane Archer. Enchanted Arrows cause different effects on the targets, depending on their race:
Demons are frozen (30% chance)
Undead are burn (30% chance)
Lizards are poisoned (30% chance)
Orcs are stunned (30% chance)
Dwarves are pushed back (30% chance)
Humans are always hit (no miss feature)
Beasts(as well sheeps) and Dragons suffer 150% damage.
Added Magic Resistance (30%) and Restoration ability.
Archdemons with two new abilities:
Hell Gate: resurrects demons and in the same time raises Archdemons (1 charge). This ability is recharded every time when the Archdemons kill an entire enemy stack.
Winds of Hell: all enemies are left with 1 HP (only top creature of the stack) and in the same time all allied demons are completly healed, Also removes poison, desease, burn and freeze effects from them (Reload 3 rounds)
Archamges now have 15% critical chance when in Battle Trance
All units damage range changed, the difference between minimum and maximum damage is now greater.
Favorite enemy: every 75 battles the favorite enemy is nulled and your human units can choose another in the next battle.
Meditation Trance: Certain spells do not end the current turn but allow the spellcaster to act again at the end of the round. At the end of the round the unit cannot cast another spell but either move or attack.
These spells are Holy Rage(Inquisitor), Cure(Priest), Magic Shield(Archmage), Call Bear(Druid), Demon Gate(Demonologist), Magic Lock(Necromant), All totems(Shamans), Blood Mark(Gorguana).
Bonus after battle: A new screen is shown after combat. There are several lrandom bonuses (some depend on the ammount of fights).
Bonus Attack, Defense or Intellect (for the whole game: Warrior +2 Attack, +1 Defense, +1 Intellect; Paladin +1 Attack, +2 Defense, +1 Intellect, Mage +1 Attack, +1 Defense, +2 Intellect)
Bonus Spells (at sertain point some spell scrolls are given, spells depend on the class and the ammount of fights)
Bonus Items: Gladiator Blade (40 fights for Warrior), True Belief Banner (40 fights for Paladin), Ancient Amulet (40 fights for Mage)
Bonus Runes: small chance (3-5% +1% per each Trophy skill level) for random runes.
Bonus Crystals: 1,2,4,6 crystals depending on Alchemy skill (no level, 1st,2nd,3d level)
Bonus Potions: small chance depending on different skills for Mana(Wisdom), Rage Potions(Rage skill), Mana Source (only with High Magic), Life Fruit (Power of Spirit), Blood of the Goddess (Glory)
Special item: Army Shop, that is given after 30 fights. You can buy more units from these types you already have in your army, buy/sell/exchange runes and crystalls.
New color set for Green Dragons (green wings) and Necromants (teal-purple robes and poison yellow-green wands).
Added new features in the arena:
Critical attacks now work not only with base attacks but with all special abilities.
New Parameter: Maximum Damage from Spells(it is called Spell Mastery), certain chance depending on hero level, High Magic level, few items and the Mana ammount.
When you scroll Spell Luck your spells do maximum damage (even post-hit poison attacks).
Doomed units (from spell "Doom") always take maximum damage from spells.
Gaudi doubles the max spell chance for undead and demons.
Now not only Ancient Vampires but Ancient Bats take zero damage from critical attacks. They still can take maximum damage from spells.
Green Dragons, Arcane Archers, Archmages and Runemages always take minimum damage from spells.
Demons always take minimum damage from fire spells.
Dwarves always take miminum damage from Ice Snake spell.
Undead always take minimum damage from poison spells.
Archdemons always do maximum damage to other 5th level units (added skill Uzurper).
Allied undead units always suffer minimum damage from Necromant Cloud attack (zero chance for critical hit on allies).
Allied demon units always suffer minimum damage from Imps Fire Ball attack (zero chance for critical hit on allies).
Skill Changes:
MIGHT
Heroism: +2,+4,+6 Attack (was +1, +3, +6)
Resistance: +2, +4, +6 Defense (was +1, +3, +5)
Anger: 20%/+2, 40%/+4, 60%/+8 Rage Increase/Maximum Rage (was 20%,40%,60% rage flow increase)
The Power of Darkness: +3, +5/1, +7/2 Attack AND Defense/Initiative of all Undead (was +3, +5/1, +7/2 Attack/Initiative)
Bloodlust: +6/+2, +12/+4, +18/+6 Maximum Rage/Attack (was +5,+10,+15 maximum rage)
Tactic skill level 2 increases the Action Points from the Run ability by 1.
Counterstrike: third level now gives the No counterattack ability for all units for the first round of the battle. Counterstrike affects ALL units, not only humanoid, but all non-humanoid units have half the chance to trigger it.
MIND
Prayer: +3%/+1, +5%/+2, +7%/+3 Critical Chance/Defense (was +3%,+5%,+7% Critical Chance)
Absolute Balance: +4/+1, +8/+2, +12/+3 Mana and Rage/Attack and Defense (was +4,+8,+12 Mana and Rage)
Dragon Voice: +1/+6, +1/+12, +2/+18 Morale to animals and dragons/Increases Maximum Rage (was +1,+1,+2 Morale)
Trophy now increases chance for random runes after battle
Holy Armor: -15%,-30%,-30% less damage for the first 1,1,2 rounds of the battle from all magical, fire, poison and astral attacks.
MAGIC
Linguistics: +2, +4, +6 Intellect (was +1, +3, +6 Intellect)
Order Magic: +6, +9, +12 Maximum Scrolls (was with no scolls bonus)
Distortion Magic: +2, +4, +6 Maximum Mana and Scrolls (was with no mana/scrolls bonus)
Chaos Magic: +6, +9, +12 Maximum Mana (was witn no mana bonus)
Thesis: +2/+8, +4/+16, +6/+24 Intellect/Maximum Mana (was +2/+7, +4/+14, +6/+21 Intellect/Maximum Mana)
High Magic increases Spell Mastery by 5% for each level.
Archmage: random spells are cast during the first round on the enemies.
Transmutation skill now gives +1,+2,+3 Mana for killing summoned units (it was always +1).
All skills rune requirement changed, now skills at the beggining of the mind/might/magic tree cost less, but advanced skills cost more.
Skill requirement consider the fact that you got more runes from the battles but still you will have enough runes for 2-3 additional skills, so you can try different combinations.
Some spells are changed:
Slow level 3 now is mass spell
Healing does double damage to undead
Life Light does more damage to undead (before that it did less damage than Fire Rain but for higher cost)
Poison Spit - significant damage increase, so it is now usefull
Resurrection cost decreased
Lightning spell damage now reflects its cost (its full usage is ofcourse the shock effect, but still the 30 mana cost was too high for almost no damage)
Mana Spring now gives +5,+7,+9 mana per level
other changes that I dont remember at the moment, but more spells last longer depending on the hero Intellect.
MEDALS:
Head hunter now increases not only rage but mana as well (up to max) +8,+16,+24 against enemy heroes. In these battles it gives +2,+4,+6 mana every round (stacked with Concentration skill)
All class medals now increase Attack, Defense or Intellect by +2,+4,+6 (it was +1,2,3) - so the difference between the classes is increased.
Treasure Searcher: +4,+7,+10% experience
Guardian Angel: +4,+7,+10% resistance
Iron Warrior: +8,+16,+24 rage
Battle Alchemy: +8,+16,+24 mana
Holy Warrior: +10%,+15%,+20% HP of all third level units
I am thinking to make high level enemy heroes to use the spell book twice per round, but I am not sure at the moment.
I will publish the mod next week because it needs some more tweaking and experiments and I have to get permission to use the Army Shop feature from the original author.
If you have other proposals and if they are not unreasonable I will try to implement them.
:)