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Old 08-16-2012, 06:37 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Exclamation More CW Playthrough Musings

As I've continued my playthrough of CW, I've made some more observations...

There are a lot of other Astral Damage units in the game, and so I'm thinking that either I'd have to change them all or simply change the Goblin and Blood Shamans back to using Astral Damage for their special attacks. I'm thinking that Astral Damage, now is considered the same as other types of damage. In lieu of this, I'm thinking of making "resist all" spells / skills / bonuses apply that resist to Astral as well so that "all" means all!

This means that certain spells may have to be changed or amped to handle the increase in Astral Resistance, for example, Ghost Sword (which relied on 0 Astral Resistance to perform its damage).

It also opens the door for why aren't more units doing Astral Damage? Maybe Ghosts should be considered for a change to Astral Damage? The Phoenix will have its fire damage split into half Fire and half Astral like I did in TL (since it's flame is so hot).

Also, I noticed that the Ice Orb features are broken (I've had this problem before in my modding - the descriptions are misaligned so when cursor over them, it shows the wrong description). Also, the Ice Orb damage is really low, so I'm going to have to do something about that...

Cyclops are going to get a boost so that they have a chance to either stun, knock a unit unconscious, etc. with those rocks they're throwing!

I've updated the Gizmo AI and will provide that in an alpha update soon. It doesn't resurrect yet, but it at least more "intelligently" attacks enemies / heals your units.

A new idea that has germinated is that I'm going to assign the unit with the greatest "power" as a leader for enemy stacks that don't have a hero leading them. This unit will get a boost in its abilities and it may even have rudimentary scroll use abilities (i.e. cast level 1 spells) - this is a new idea and so I'm just beginning to flesh it out.

Obviously, mana / rage gain will be implemented as I hate using it now to beat enemies with no loss when you can just infinitely regenerate mana.

Also, the mana restriction on Higher Magic is either going to be dramatically increased or removed - makes no sense to limit what you can cast as mana is meant to be the limiter.

I'm starting to get very itchy playing the game and making notes before I restart and start implementing new features, but I must play through the entire game and try to catch as many bugs as I can (i.e. I didn't know about the Ice Orb bug with is descriptions - and I don't think anyone ever reported it in these forums).

By the way, here's something that's a bit embarrassing, but for the life of me, I could not find Agvares in my AP playthrough and finally found him in (the cave - duh!) Shetarra. Most of the companions will get buffs (or I like the training that the Elf companion undergoes and am thinking about creating companion levels - i.e. they upgrade to better abilities after a certain number of battles or they simply gain experience and better abilities the longer they travel with you - hopefully I'll be able to figure out how to implement this down the road...).

/C\/C\
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