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#1
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I had everything working, but the hint. As it turns out (I had a similar problem when implementing the Thorn's Gift of Life) certain abilities' hints are hard coded in the game. The fact that it is called "cure" means that it has a built-in hint generator and it cannot be overriden! This was giving me fits all day today! So I called it "cure2" so I could use a custom hint - whew! Screenies of the implementation are below. Damage might be a little low, but we'll see how it goes - base heal is 2 and then priests do 2x damage to undead so base damage is 4. In your example, their Heal would be 2800 and then damage to undead would be 5600. If you had your Healer skill at level 3, you'd get an additional +30%, which would be 3640 healing and 7280 damage. That seems pretty reasonable for right now. Note that if the total cure value isn't consumed when healing then a charge isn't used - we'll have to see how that goes. I didn't put a reload value, but it may be a good idea to give them one. Also with respect to charges, it might be better to just let it consume a charge but give them a few more charges. Hmmm... /C\/C\ |
#2
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Okay, here's a screenie of the new Giant Thump feature.
The idea behind this is that the Giant is able to knock out opponents (most likely so that it can take them back to its lair and eat them - especially EGD's ![]() Highly experimental, it'll be provided in the next update... /C\/C\ |
#3
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Here's a list of things I'm currently working on, thinking about implementing, or simply dreaming about implementing...
/C\/C\ Last edited by MattCaspermeyer; 01-08-2012 at 05:45 PM. Reason: Updated status of some tasks... |
#4
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Nice work on priest changed healing, but i dont think there is need to set it so it wont consume charge if not healed unit by full amount because with gift lvl 1 it`s easy rechargeable and in early game when you dont have lots of priests it will mostly use their heal to max.
Any plan to change order on gift of life for plants, so it wont consume your plan to resurrect summoned ? Diplomacy/trade/trophy . . .yes i agree that this skills are among least useful, but have no idea how to improve them. You thought to buff up dwarfes not bad, but what did you think to do with them ? Simple stats improvement (att/def/speed/initiative...) or ? Shaman dancing axes works great, so why would you make totems resurrect also ? 1 res skill per race is enough, if totems also revived units it would be to much, maybe set them to cure units(remove plague, pugmy, sheep etc). Or totems resurrect, and axes stun/shock targeted unit ? Upgrading kids - nice idea, but every upgrade only part of their bonus not all of them, same for wives (also could you try making some code to set this to real life: upgrading girlfriend/wife to better model after some time together ![]() |
#5
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Let me clarify this a little bit - only Thorns and Thorn Warriors that use their Sowing on a corpse are allowed to endow the new Thorn with their Gift of Life enabled. Dryads, (Ancient) Ents, and Royal Thorns were not affected. Like I mentioned previously, using corpses controls use so I won't change it for these troops otherwise it would be too easy to res all your plants. I'm going to park this idea for a while and let it sit as I've had no issues myself with the way it works now, but at least I know how to do it if it is warranted to be changed based on additional feedback... Quote:
For Keeper of Light, I was thinking of making it sort of like the counterpart to Dark Commander, perhaps. So it might have similar bonuses except for good troops. As a start, Good troops would be all Elves. Who else? Are Dwarves considered good or neutral? I think humans would be neutral, except for maybe Priests and Inquisitors. Need to think of good unit list... For Trade, I'm not sure about that one. Would any units benefit from trade? Cheaper unit costs would be neat! Can I implement that? Don't know how, but sounds like a cool idea! Other ideas? Cheaper items... You know to go along a bit with your idea to have Tibold recharge special items, would be to simply make some items more expensive! But I guess that's too easy to do, so I'll think about how to implement the Tibold idea more... Quote:
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#6
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Yea i agree with you on gift of life point, since it only works that way for simple thorns. No need to change it.
For trade/trophy check - http://forum.1cpublishing.eu/showthread.php?t=16919 The rider had interesting idea to give some bonuses after battle depending what skills you have on what lvl. blood potion for warrior bloodlust skill/mana potions for mage high magic skill. In arena.lua find this string if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*5) then , and check file from that point. Totems, how about this ; ice totem slows enemy and dmg on end of turn, so why not make healing totem give initiative/deff/res or any other bonus to ally units in AoE ? With healing it should be enough for passive bonus every turn. As for upgrading wives (seriously now ![]() ![]() I`m off for new year, c ya in couple of days ppl ![]() ![]() |
#7
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Okay, I've implemented the switch from using Resurrection to using Necro Call to resurrect (permanently reanimate) your Undead troops - screenies are attached below.
This was a lot of effort and very tricky to implement! The way it works is:
![]() This will be provided in the next update... /C\/C\ |
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