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Originally Posted by MattCaspermeyer
...but plan to make resistance all spells / skills / abilities apply to Astral Damage type as well.
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Good approach, IMO. I remember being rather surprised (and disappointed) when certain items gave no Astral resistance, despite their description. Astral attacks have a useful role in the game, so I appreciate that you didn't go the other way and try to remove them.
Quote:
Originally Posted by MattCaspermeyer
For Gizmo, I think this AI will end up working better than what I implemented in my H3B mod. Let me know how this works - it should be significantly better than the stock AI. Also, I probably won't do any more Gizmo changes until Alpha Stage 2 (i.e. Resurrection; variable charges, initiative, and action points; dispell enemy spells, etc).
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As someone who uses Gizmo primarily for healing Level 5 units, how does your mod impact that strategy? In stock CW I find that Gizmo rarely heals my units, unless it has no choice (no enemy in range). It was very frustrating to have Gizmo kill off a few nearby zombies, rather than heal my black dragons for several hundred hit points.