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  #81  
Old 12-14-2011, 03:06 AM
MattCaspermeyer MattCaspermeyer is offline
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Post Mana / Rage gain reduction applies to both you and the enemy hero

Quote:
Originally Posted by Fatt_Shade View Post
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?
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 View Post
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
I thought that the idea would be great to implement glad you enjoyed it!

Quote:
Originally Posted by Fatt_Shade View Post
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)
Hah! That'd be funny!

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Originally Posted by Fatt_Shade View Post
Haven`t seen new bone dragon ability since i already cleared undead lands when i upgraded mod with your latest addon.
Okay - maybe if you play again...

Quote:
Originally Posted by Fatt_Shade View Post
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.
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?

Quote:
Originally Posted by Fatt_Shade View Post
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.
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!

Quote:
Originally Posted by Fatt_Shade View Post
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
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\
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  #82  
Old 12-14-2011, 04:45 AM
MattCaspermeyer MattCaspermeyer is offline
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Default Interesting questions...

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Originally Posted by Fatt_Shade View Post
I got save that allowed me to pick all wives, so i try some different combinations just for fun and found weird info. Lds for wives is wrong : rina give bonus for only 4 units and have lowest -6% lds, feanora is right behind her. Shouldnt this be other way around ? Mirabella give -8lds% for all humans including robbers 1&2 and griffins, and gerda only 5 dwarf units for same bonus ( i thought to add cyclops for gerda unit bonus and change it to 9%) , same thing for neoka/diana both give bonus to 11/12 units and -9/-10%lds, higher then other wives. That`s why i thought to change that stats : for gerda add cyclops and set it to -10% lds , rina add pirates -11%lds , xeona add red and black dragons for -5%lds, emerald dragon for neoka/diana (remove dragonflies form her, never use them anyway) -5%lds. Tis will mean for every 20 dragons you get to lead 1 more, not much but it would be useful when missing small amount lds between 1 and 2 dragons.
A lot of the bonuses fell out based on how easy it is to get each wife and what that wife's specialty was as well as the wife's level.

Here's the wife order and their level (price in WIFES.TXT)

Rina / Zombie Rina - 6
Feanora / Frog Feanora - 7
Mirabella - 8
Gerda - 8
Orcelyn - 9
Diana - 9
Neoka - 10
Xeona - 10

So that score above determines essentially all the bonuses the wife gets as well as her children.

The way the groups of units worked for a wife depended on her race and her profession as well. For Mirabella, Gerda, Orcelyn, Neoka, and Xeona their unit bonuses go with their races. For the other 3 wives it was more on profession and who they were that lended to which unit groups they picked. Units left out were typically ones that didn't really belong to any group - sorry for those units!

For Rina she was a Robber's wife so I thought her bonuses would apply to robbers and outlaws (like Barbarians are in a way). She's human, but I figured that the other human units wouldn't like her because of her Zombie duality. I guess there's not much incentive to keep her as a human anyway because of all her Zombie babies. But, the only way to have her have children is to keep her as Rina so you get to play units you might not necessarily play early in the game (I think it's fun to get Barbarians and then Bears with the Morale bonus) so I think it ends up working great for her and if you decide to stay with her after she has all 4 children, you're probably going to switch her to a Zombie to enjoy those bonuses.

By the way, Rina did use to have Pirates for a unit bonus, but I thought it was a little redundant with Mirabella for them both to have them. Maybe it's okay though, and I should reinstate Pirates with Rina. I'll think about that one.

For Feanora I thought that she would kind of be the champion of swamp and forest beasts so that why she gets the units she gets. For Frog Feanora, once again you only get to play her after you don't talk to her for 10 battles (and most likely after you get 4 kids) so then she gets a little bit of the darker creates for bonuses there.

For Mirabella, she's human and so I thought she'd be perfect for all humans and Pirates. I also though that since Griffins are so linked to humans that even though they were neutral that they also made sense. That ends up being a lot of units, but there are a lot of humans and I have to have Mirabella give bonuses to Pirates since she is one! And Griffins is only one more so she gets them, too!

For Gerda, there are only 5 Dwarf units in the game, so she'll get a boost from AP/CW, but I was limited by the Dwarf units in The Legend. She still has good bonuses if you get a baby with a Dwarf unit bonus or two. Dwarfs have low initiative, but better resistances so I guess that's the way it went with her. She's still good, though. Cyclops are better with Orcs than Dwarves (at least that's the way it was in HOMM3) so that probably colored me a bit with them.

For Orcelyn she gets Orcs so that's okay - quite a few Orc units so that works well for her.

For Diana she's a River Fairy so that's why I gave her Dragonflies (since they hang out near rivers) and the other unit choices - river fairy units! I actually considered her for the Green Dragon bonus, but they didn't really fit the river fairy motif (well with their attack on the Elves and all and the fact that they are from Ultrax with no rivers!) - plus Shiva has a pretty good Emerald Green Dragon bonus so if you're lucky you can get her to help out your EGD's.

Although, in HOMM3, Green Dragons were actually units in the Elf town so I really heavily considered Diana and Neoka to have an EGD bonus; however, in KB they were lumped with Red and Black Dragons on Ultrax so it seemed like it was too different.

For Neoka elves was the choice - lots of different Elf units in the game!

Lastly the same for Xeona and Demons. By the way, Rashka gets the Red Dragon bonus so that's okay.

I didn't mind leaving off a few units from the wives - like I mentioned they were meant to pick similar groups. Cyclops and Dragons are pretty much groups by themselves and so that's why none of the wives have bonuses specific to them, but some of their babies do. So they are covered, although there's no guarantee to get them!

Quote:
Originally Posted by Fatt_Shade View Post
Also fire spiders are demon in this mod, i`m not sure did you changed it or was it like that in original but you miss them in xeona -lds% list.
Really? Looks like I missed them - they're supposed to get the bonus so I'll add them!

Doing all this stuff by hand is so error prone! I need to autogenerate this stuff somehow...

Quote:
Originally Posted by Fatt_Shade View Post
And towers in suppressing items battles are seriously overpowered. Couple examples : suppressing royal hammer 5att/-10% dwarf lds i had sprites with 14 initiative and tower still play first, how high is initiative for those things ??? And my mage have 44 int casting hell breath on some unit it get 65% fire dmg bonus, when tower cast same spell enemy unit get 150% fire dmg !!! a bit much i think. Upgrading archmage/druid staff to 3rd lvl same thing
Well, you can't always be the fastest!

The Tower initiative is determined by the strength of the units you face. Same with their intellect. So their stats are autogenerated based on how strong your opponents are. Gremlins are also much stronger with magic than you are!

I made them that strong on purpose so that you'd think twice about using those items and reducing that item's morale! Makes living items a lot more interesting!

The toughest ones are still easy to supress once you get to about level 27 or so - all the good ol' strategies apply to Friendly Gremlin Towers.

Quote:
Originally Posted by Fatt_Shade View Post
1 more miss : warrior have bonus for fighting units iron fist skill, quick draw for archers, dark commander for all demon,orc,undead and you added bunch neutral units here (missed griffins) ,
Well, you know it's called Dark Commander because it is meant to apply to "evil" units. So Demons, check; Undead, check; Orcs, maybe they're just misunderstood, but they still get a check! Griffins aren't evil at all, though, so they're not on the list. Sorry Griffies!

Werewolf Elves made it because of the dark werewolf motif. They are Elves, but they don't mind hanging out with Undead (tolerance) so they got the Dark Commander bonus! Way to go Werewolf Elves!

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Originally Posted by Fatt_Shade View Post
mage have bonus for undead in necromancy and archmage for all mage type units. Question ? Why elves/dwarves missing for any kind of bonuses... i tried gerda and no matter what kids items i have, my initiative is crap, enemy heroes always play first with all army before i get turn. So how about adding elf/dwarf race bonuses to mind tree in place of diplomacy skill ?
Well, with Necromancy I thought the Undead was a perfect fit for that skill giving them some kind of bonus. Archmage already added bonuses to mage units, I just fleshed it out a little more.

You know, they weren't any bonuses for Elves / Dwarves in the original skill tree, so that's why I made Training and Combat Readiness apply to all units (up through level 4 at skill level 3), and then they get the Leadership Reduction bonus from Glory as well as the Healer Health bonus. Also don't forget about the +2 Initiative and Speed that you can get first round from Onslaught. Iron Fist gives Dwarves a big bonus (unit not the race) and Ranged Specialist helps out both Elf and Dwarf units as well (+1 Initiative at Level 2!). Also Neoka and Gerda got the Elves / Dwarves covered. Lastly, sorry but Dwarves are notoriously slow anyway, but look they can get +2-5 depending on the skills, wife, and babies. Also they get a pretty good Leadership Reduction bonus from that hammer!

And poor, Gerda, everyone dumps on her!

She's actually got some deceptively good baby bonuses - Synca with Hasted Giants is awesome! But if you want her units to have high initiative, then you got to get the skills I mentioned above - Alchemists and Cannoneers do have good initiative. You should be able to get that up to the 9 to 10 range, which is pretty good!

Plus any initiative deficiency is easily rectified in combat with a Phoenix!

Gerda's playing strategy is just different than some of the other wives' - why? Well, you know, Gerda is just a different kind of woman!When's her beard coming in, again?!

I also think I made the Diplomacy Skill better - you can get a lot of units from it if you get it to level 3!

So that's why things are the way they are. A few units are left out here and there on some of the skills and wife bonuses, but there are global bonuses that apply to every unit (so no one is really left out!) and there is a baby out there for every unit as well! You just got to get lucky to get them!

Also I tried to stay true to a skill even though I changed it a bit or added more bonuses. Maybe an Elf- or Dwarf-specific bonus will make more sense in AP/CW when I get to modding those...

Hope that explains why I made some of the decisions I made and why things are the way are...



/C\/C\
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  #83  
Old 12-14-2011, 05:55 AM
Fatt_Shade Fatt_Shade is offline
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Yea , implementing new orc`s abilities in KB-tL will be pain in the ass
I didnt beat xeona in mage play, but in warrior, that`s why i had 25k lds, with diana it goes to ridiculous stacks of fairies and thorns i havent finished that games, since i got looses in xeona battle, so i`m thinking how to kill her and continue on my no loss game, that`s why i loaded save before to get gerda and try with her and -40% lds on dwarf race (with royal hammer and mithril shield and glory 3lvl). In CW i changed some items to make them useful lategame, added 2 lvl`s to berserkers axe (+15/20/25% melee dmg) , made new composite item form +exp% small items , added new lvl for runic sword, and such. So i changed here blackthorn crown since it`s useless witout thorns, andi didnt have any royals in my game, so i added ents in item bonus but with lower dmg bonus.
And i figured out that resurrection have nothing on gizmo in managing no loss, my mage with 43 int resurrect spell 3400 hp/36mana , my warrior 50 rage gizmo resurrect 6 times for 2500 hp

OK i get it what you made with wife lds bonuses gameplay wise, but still doesnt seem fair. Lets say some1 want undead play andgo about with other wifes and when get to demonis/gray wasteland to buy his army rin gives him lowest lds bonus of all wives in game

Dark commander ok for undead/demon/orc race but you put hyena spiders and snakes there also, so that`s why i asked for griffins.

I didnt mean more lowering lds for dwarfs since gerda,royal hammer,mithril shield, glory it goes to -48lds% for dwarf race, but they still have horrible movement/initiative , and almost none in gerda kids gives bonus dmg for melee units but have lost sp_power_int , dwarf are fighting race and they have no mage units, so why so much spell dmg bonuses in her kids ?
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  #84  
Old 12-14-2011, 07:15 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Good conversation!

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Originally Posted by Fatt_Shade View Post
Yea , implementing new orc`s abilities in KB-tL will be pain in the ass
Yah, who knows, maybe one of us will think of something brilliant! The mice in my brain are running on their wheels!

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Originally Posted by Fatt_Shade View Post
I didnt beat xeona in mage play, but in warrior, that`s why i had 25k lds, with diana it goes to ridiculous stacks of fairies and thorns i havent finished that games, since i got looses in xeona battle, so i`m thinking how to kill her and continue on my no loss game, that`s why i loaded save before to get gerda and try with her and -40% lds on dwarf race (with royal hammer and mithril shield and glory 3lvl).
You might just wait for Xeona a little bit. You know who I thought might work well against her battle might be Orcelyn and Orcs. Although Gerda is not a bad choice either. It certainly is true what you say, though, when you don't get to go first. Once again, though, it becomes too easy if you always go first!

By the way, which heroes have been the toughest for you so far? I know you didn't like Sonya too much the first time you faced her!

My previous game, I made the mistake of talking to Raab Sotten too early (before I had gotten the Torn Digor Meghard quest) because I wanted to use his rage pool to maximize my rage before fighting Xe. I ended up fighting him with just Demons because everyone else was getting killed too easily and I was running out of battles to fight!

Also the Evil Book is a bit surprising if you're not ready for it!

Quote:
Originally Posted by Fatt_Shade View Post
In CW i changed some items to make them useful lategame, added 2 lvl`s to berserkers axe (+15/20/25% melee dmg) , made new composite item form +exp% small items , added new lvl for runic sword, and such. So i changed here blackthorn crown since it`s useless witout thorns, andi didnt have any royals in my game, so i added ents in item bonus but with lower dmg bonus.
I don't even know how to add item upgrades! You got me on that one!

If you want to make a list of item changes, then I'd gladly implement them if they make sense for my mod!

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Originally Posted by Fatt_Shade View Post
And i figured out that resurrection have nothing on gizmo in managing no loss, my mage with 43 int resurrect spell 3400 hp/36mana , my warrior 50 rage gizmo resurrect 6 times for 2500 hp
Yah, Gizmo is a necessity, but it's useful for all classes. I kind of wanted the hero to have more reliance on his rage box. Gizmo was one of the most challenging to get its AI right. You don't know how many hours I spent on it implementing its "Proximity/Priority Based Unit Selection" system! By the way, Gizmo can go all the way up to 9 charges if you focus on it! Of course there's no guarantee it'll always resurrect your guys!

I think all the spirits, now, have really good abilities - I tend to focus on the damage ones. I'm not a big fan of Zerock's Wall, Sleem's Glot, or Lina's Ice Thorns, but they are a lot better now if you decide to use them. Also, they are really good abilities so I do pick them sooner or later (especially Glot for protecting against mega damage).

Resurrection is still useful, obviously, since you have control over it. I usually let Gizmo Resurrect the higher level units and then I cast Resurrect on the lower level ones. Gizmo and the spell actually go very well together.

Quote:
Originally Posted by Fatt_Shade View Post
OK i get it what you made with wife lds bonuses gameplay wise, but still doesnt seem fair. Lets say some1 want undead play andgo about with other wifes and when get to demonis/gray wasteland to buy his army rin gives him lowest lds bonus of all wives in game
Yah, well that's the drawback of the early wives - they might not be as powerful (now you know why I had all that Undead Leadership bonus to Rina's babies!). They are still like items I guess (all the wives shake their heads at me in disapproval!) in that the ones you get earlier aren't as powerful as the ones you get later! Still, though, each one has their charms!

Both Neoka and Xeona are work to get - especially Xe!

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Originally Posted by Fatt_Shade View Post
Dark commander ok for undead/demon/orc race but you put hyena spiders and snakes there also, so that`s why i asked for griffins.
Yah, hyena's, snakes, and spiders all get the "evil" tag because their notoriety in the real world, not to mention make believe! Once again, sorry Griffies!

If you can think of a good skill to add Griffins to, all be all ears!

By the way, Inquisition came close to being not only a bonus for Priests and Inquisitors, but all unit pairs. I decided against it, but it would have been all the unit pairs: Robbers / Marauders, Barbarians / Berserkers, Beholders / Evil Beholders, etc. In the end, though, I decided against it because it seemed like it was too many units and I guess they didn't really have anything to do with Inquisition!

Hmmm... maybe add Griffins to Inquisition? That actually might not be a bad idea since they go well with humans! Let me think about it some more...

Quote:
Originally Posted by Fatt_Shade View Post
I didnt mean more lowering lds for dwarfs since gerda,royal hammer,mithril shield, glory it goes to -48lds% for dwarf race, but they still have horrible movement/initiative , and almost none in gerda kids gives bonus dmg for melee units but have lost sp_power_int , dwarf are fighting race and they have no mage units, so why so much spell dmg bonuses in her kids ?
Yah, I just wanted to point out the ample leadership bonus as a positive that they get.

The drawback of trying to be true to HOMM3 is that when it came to picking which children would go to which wife, a lot of the same class of baby went to the same wife. For example, Neoka got most of the Druids and Rangers from HOMM3. Since these heroes came from the Elf town, their skills focused on those to help shooters and magic users, etc. Some of this has translated over nicely, I think, but it does put limitations on which children go to which wife.

By the way, when I work on Tomes of HOMM3, all babies (and wives, too) will have a price = 10 so that they get the max bonus. Well, I guess it won't be 10 since you can sell them, but some multiple of 10 like 1000 or 10000 or so (and then I'll just scale it). Each wife will become a tome with their bonuses in this mod for AP/CW (part of the story!). Feanora can truely be for Lizardmen! And imagine what I can do with her Lizardmen/women babies when I convert them to tomes! Troglodyte babies -> tomes, too! Also, the Tomes won't be limited except by how the game generates them. That'll be a lot of fun once I start working on that!

Yah, a lot of the HOMM3 Heroes have Wisdom for a skill (all the babies with sp_power_int have at least Basic Wisdom as one of their skills). In HOMM3 Wisdom was used for learning spells of a certain level. Unfortunately, that is taken care of by the Order, Distortion, and Chaos skills and so this was what I came up with.

You know, I just toyed with making a baby with Wisdom and a Spell bonus to transition their wisdom skill to their spell bonus! In the end, though, I decided against it, but this is how it would have worked:

Example 1:

Diana baby Solmyr:
Basic Wisdom - Intelligence Spell Power: +18%
Basic Sorcery - Spell Power: +18%
Chain Lightning - Lightning: +18% Damage, +18% Shock, +1 round

Change to:
Basic Sorcery - Spell Power: +18%
Chain Lightning 2 - Lightning: +36% Damage, +36% Shock, +2 rounds

Example 2:
Gerda baby Alamar:
Basic Wisdom - Intelligence Spell Power: +16%
Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect
Resurrection - +16%

Change to:
Basic Scholar - Intelligence Power Factor: +4%/6.5 Intellect
Resurrection 2 - +32%

Example 3:
Neoka baby Ciele:
Basic Wisdom - Intelligence Spell Power: +20%
Basic Water Magic - Poison Resistance: +20%
Magic Arrow - Magic Pole Axe: +20%

Change to:
Basic Water Magic - Poison Resistance: +20%
Magic Arrow 2 - Magic Pole Axe: +40%

It seemed like, though, that these bonuses would be too large for an individual spell so I decided against it, but I had already made the changes and decided to change it back! I've actually done this twice now! The last time I did it was about 4 months ago!

Oh decisions, decisions!

I have to continually resist that urge to pump some things up! I do use the amount of damage units do, though, as a guide to how much damage you should be doing with spells, etc. at a certain point in the game.

Well, this is quite a nice conversation that we've got going!

/C\/C\
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  #85  
Old 12-14-2011, 07:38 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb More spell ideas...

Hey, by the way, I was thinking about Haste, Slow, and Battle Cry and I was thinking that having Haste / Slow change speed and Battle Cry just initiative seems to be too little.

So I was thinking of having Haste increase both speed and initiative, Slow doing the opposite and changing Battle Cry to increase Morale.

I was thinking that this would make all 3 spells more useful and interesting.

What do you think?

I also didn't realize that a few unit abilities (like Demon Pentagramm) can change morale so I now think I know how to implement decreasing morale during long combats. If I did implement it, I'd make it apply to all units on the battlefield that are affected by morale (Undead aren't as well as Golems, and maybe I wouldn't include Plants either since maybe they don't get tired).

Also, one thing of note is that the game does not apply morale bonuses (or penalties for that matter) to summoned units. If I implemented the above I'd have to think about what to do about these summoned units. Maybe since they are new neutral morale would be okay, and then the next time the morale decrease occurred they'd be affected.

Anyway, just some more thoughts that the hamster spinning the wheel inside my brain wanted me to type!

/C\/C\
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  #86  
Old 12-14-2011, 07:55 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Orc Catapult New Ability Idea...

Okay, I've thought of a new ability for the Orc Catapult that I thought might be interesting...

Fire Boiled Oil - it would work similar to Oil Fog, but have splash damage such that it would hit 7 hexes, do a small amount of fire damage (like Oil Fog) and make it such that the hit targets' Fire Resistance decreased a certain amount. This would also make their Fire Missile ability do more damage if they targeted a unit with this affect on them. Plus I might have it add 1 to the number of rounds a unit is burned (hey I might do that for Oil Fog, too - Hmmm...).

Typical 3 turn effect rules would apply, and it would probably have the same reload time as Fire Missile so that they could be used one after another.

What do you think?

/C\/C\
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  #87  
Old 12-14-2011, 08:06 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb New Orc (race) Ability Brainstorming Idea

Okay, the ideas are starting to pop into my head!

I was thinking something along the lines of allowing an Orc unit (not sure which one - maybe Furious Goblin or Regular Goblin) to set a trap on the battlefield.

It would work similar to Trap, but I would probably make it such that they could set a fire trap, poison trap, or magic trap - maybe all 3 (kind of like the Alchemist's potions) on a hex adjacent to them on the battlefield. This would probably be good for the Goblin since they are ranged.

Anyway, what do you think?

/C\/C\
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  #88  
Old 12-14-2011, 08:13 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb New Ogre Ability - Clobber!

Boy, the hamster is running fast now!

Here's another new ability: this one for the Ogre - Clobber!

Not exactly sure what it would do, but Stun is part of it. Probably 2x damage or something like that (I guess that would be like a critical hit). It might also knock the target back (kind of like a combination of the Cyclop's abilities).

Anyway, just a thought...

/C\/C\
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  #89  
Old 12-14-2011, 08:16 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Another New Catapult Ability Idea - Flash!

Run hamster, run!

Okay another new Catapult ability, not sure what to call it, but Flash comes to mind. It would operate like Blind where the Catapult could fire a projectile at a unit that could blind them with a bright flash!

Hmmm... What'd ya think?

/C\/C\
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  #90  
Old 12-14-2011, 08:30 AM
MattCaspermeyer MattCaspermeyer is offline
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Lightbulb Brainstorming Ability Idea for Orc / Veteran Orc

Okay - I've got one more brainstorming idea for Orcs / Veteran Orcs.

I thought that since they have a shield, maybe they could have a chance to block a certain percentage of damage. I guess the ability would be called block or something like that and the Orc / Veteran Orc could use their shield to block an attack.

I guess it would be more like a feature than an ability since they would execute it when they were attacked.

Thoughts?

/C\/C\
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