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#11
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Hello Matt!
I didn't had much time to play in the last two weeks, but I have some feedback now. In general I cleared the pirate lands and the dwarven lands including the subterrains and Mechgard. The game is interesting ,but the challenge is definately not like impossible. The pirates were like normal and the dwarves felt like hard at best, so maybe some meat% increasing should be done or creature stats changed if possible. The hero vs hero fights are really interesting,very good job ![]() When James is killed you can go to the dwarven lands. So going in the upper and lower Haddar is good,but then when you get to Taron mines ,you can without any problem bypass the creatures and access the Dwarven King's palace and then his sons palace and that is too much. You get many things too easily. So this is solved in the GM-mod, by making one immobile guard in Taron mines,so you can't get past it without fighting and I like it a lot. In the standard version of the game it is also possible to continue even further - descend from Taron mines to the zone where the Demon world entrance is and enter bypassing the guards. And in the demon world there are so many precious things and experience that it must be not so easily done also. So the decision is another immobile guard in front of the entrance. Another thing is the Gremlin castle that you buy from the dwarven king. Entering there gives you access to at least 2 black dragon eggs,which are easy to get again bypassing the guards. And again there should be immobile guards to the eggs, otherwise getting 2 black dragons so early means devastation of everything. Next point : my favorite theme - the Spirits ![]() Scroll prices - I think they are too high , I've got too much money selling them,that means I can loose much army and replenish it easily. At least in impossible you should make them 3-4 times cheaper. Trade skill is useless - you spend so much runes to get it to lvl3 and you can never sell so many things so that you can buy your runes back. So with so high scroll prices I just leave it to lvl1 ,keep my runes and still get much money from selling scrolls to be able to buy army and some runes. Meditation skill is also not comparable to the other skills so it just stays to lvl1 ,maybe it must give something more to give some incentive to the player to spend the runes on it. You have increased the mana needed to cast many spells and also increased the mana that the hero acquires by leveling and skills. I think it's well balanced with one exception. You left the artifacts that give mana the same and that makes them useless. For example there is a picture artifact that gives 20 mana and that was a major artifact in the original game, now I don't even consider using it, it makes almost no difference and it's not competitive with the other arts. It should give at least 40-50 mana to be competitive. And the other mana-arts should be increased respectivly. The spell sheep is too powerful because of it's duration , I think it should be with at least -1 base turn duration. Now when I cast it I don't think for that creature too long, that's too easy. Spell Fireball is a bit weak, in the center it does less damage then the flaming arrow and in general it is not so usable, it should do 20% more compared to flaming arrow ,it is quite expensive ,so more damage is required.The same goes for Fire Rain, it is also a bit weak. Unit Canonner - there is no logic that it has no melee penalty. The hero Big Pato - he is supposed to be a super dumb warrior and you gave him the ability to cast spells. He was very challenging before anyway. So maybe you should remove the spells and make his creatures harder or whatever you think fits,but no spells ![]() Now some bugs I encountered : -Another 2 heroes that dont appear in battle : Zombie Noric and Thorny Dog -Red Beard tries to cast something,maybe it's phantom ,but it just gives a writing on the screen and nothing happens. -Drammina has the shroud bug . I removed shroud from her spells and left her with the other two. One of them was the ghost blade I think, but it was strange that she didn't cast anything for the first 2 turns of the fight. -The Archmage's Telekinesis is not working correctly or maybe you changed it somehow. Sometimes it works and sometimes not, I couldn't figure it out. -The Royal Thorn's Entangle skill works on ghosts ,no logic in that. -You added a decription to the Giants that says they can't be frozen, but the Lina's Ice thorns did freeze them. -I cast 2 flaming arrows on the first turn and set on fire two creatures. When their turn comes ,the first one burns and playies and then the second one doesnt burn. It burns on the next turn with full burn damage if there is no creature that burns before it. That applies to poisoning also or any combination between them, just the first creature takes damage. I like the changed mechanics for burning and poisoning that the creatures take half the damage and so on ![]() This is what I can say so far. Now about the mod you work on for Armored Princess. I have a proposal. Armored Princess has so many mods already. So many creatures,so many changes, it is flooded. So my point is that you can do a mod for Warrior of the north,instead of giving your time and efforts on the Princess. It has a good potential and desperately requires a mod to make it more challenging and balance many things.The way it is in the moment makes it absolutely boring to be played for a second time and so on. Please consider it ![]() ![]() |
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