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Originally Posted by Fatt_Shade
What makes playing this is different type of units, and many possible builds/tactics . . . so `inspiring hit` for orcs meh  Their adrenaline was great idea in CW and no matter what ppl say, it changed AP much and was worth new playthrough. What did you plan for inspiring hit ? higer stats, or . . . what would be bonus for other orcs after 1 unit crit?
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I'm not sure - I'm just throwing out ideas to help with the brainstorming.
You know, I wasn't a big fan of the Orcs overusing astral damage in CW. It was neat to have the Orcs and other units have new abilities in AP/CW, though, like you said.
I just need to think more about what makes sense for them.
I really like what I did with the plants in my mod and I'd like to find something similar to do to Orcs that fits them kind of like what I did with the Orc Shamans and their Dancing Axes.
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Originally Posted by Fatt_Shade
Inquisitor was nice touch  I didnt even noticed it till late game since with warrior rage isn`t big issue, i just used it once when i had no rage and got 18 with WTF is this face 
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I thought that the idea would be great to implement glad you enjoyed it!
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Originally Posted by Fatt_Shade
I think we need more difficulty lvl`s with messages to players on game start, keep easy as it is (`go play minesweeper`) , normal (`this is really just tutorial`) , hard (`veteran KB players easy mod`) , impossible (`veteran KB players normal mod`) , no loss impossible (`tasting mod for army generals etc`) , truly impossible (`bend over and say A mod for masochist`here in first location before you can move to next stage will be placed stack of 100 black dragons) 
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Hah! That'd be funny!
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Originally Posted by Fatt_Shade
Haven`t seen new bone dragon ability since i already cleared undead lands when i upgraded mod with your latest addon.
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Okay - maybe if you play again...
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Originally Posted by Fatt_Shade
I got to Xeona but didnt beat her with no loss (i think it`s really impossible to do it), i did it on 24th lvl (25k lds), with diana +ancient ent/thorn hunter/girl power team , i had blackthorn crown (i changed it to give 20% dmg to ents, 50% to thorns and 1 initiative to all plants) poison dagger , great for huge stacks of low lvl units, and really buffed up rage spirits.
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Love to see that word: impossible!
Wow! You had 25k Leadership?! Boy that must have been a crazy battle!
You know, I didn't really think about changing any of the items in the game - do you think that's better for the Blackthorn Crown?
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Originally Posted by Fatt_Shade
I didnt check this but does enemy hero mana regen also stop on 20 battle turn? Because 20% mana regen/turn is sick. I didnt defeat her without loss, i just did it to pick her and see how she works  It`s f...ed up battle, but i did it on pure power and rage spirits with warrior, i dont know your hero class, but i think with mage it might be doable without loss, but for paladin i`m not so sure.
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The same rules apply so when Mana / Rage gain goes to 50% its for both you and the enemy hero, and same for 25 and 0%. That way after round 20 (with impossible difficulty, later rounds with easier difficulty levels) there is no more mana or rage gain for either side.
This is what makes the battles so much more fun and interesting and the mana regen helps them maintain their mana (just like you're probably maintaining yours) until the latter rounds. Sooner or later you both run out if it goes long enough!
I'm playing Paladin and I had his Holy Anger up to Level 3 so I had the +30 attack that the skill allows, plus the 15% Order Spell power that you get from it as well and Xeona's battle was pretty tough. You were a couple of levels higher than me, but its still hard since she's a mage and can double cast. I also made the AI better for spell caster's in general by optimizing spell placement for multi-unit damage spells and using a scoring system to aid in spell selection.
This is actually only my second Paladin game - I usually play mage just like you!
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Originally Posted by Fatt_Shade
As for shamans dancing axes change it so it works only on living enemy so it`s not overpowered (as you said leaving small enemy troop to resurrect army on summons will be first thing many old players will think off  Or at least make it so not usable on undead (plants are some kind of living things, but zombies not so much 
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You know I had it that way at first and then decided to change it so that it worked on every one. That's why I called it "Titan Energy" because I kept thinking about how Seth created the Undead land and since the Orcs were created by the Titans then it kind of made sense - the Shaman's were tapping into Seth's Titan Energy when they used the ability.
Although, maybe I should just have it resurrect / heal when the damage is done to the living (no Undead and Plants like you mentioned and like I had it before), but still have it store that energy for use later like it works now. Then the list of generators for resurrection would be reduced to Druids since I made their Summon Bear a reloadable skill. Maybe that wouldn't be too bad since there aren't that many Druids in battles.
By the way, do you remember what your final level was and the level for your spirits in both games?
I'm just curious - I usually am able to make it to level 30 for my hero and my last game (Paladin) I had the spirits up to about level 35-37.
Right now in my current game I'm level 20 and I think Zerock and Sleem are both 19 (almost 20) and Lina and Death are 20 and 21 I think (both Lina and Death went up a level or 2 after Xeona's battle).
I like the pacing of the leveling better with the changes I made to the experience tables as both the original hero and spirit tables had inconsistencies in the level up experience delta. Now they are consistent and it seems smoother to me.
Well, thanks again for all the comments!
I'll keep working on fixing the current issues, and I'll see what ideas I can come up with for those orcs!
/C\/C\