![]() |
|
#1
|
|||
|
|||
![]() Quote:
Avenging Angel: Noted. Yes, if you still never use it is too weak compared to other choices. I'd rather have bigger damage than longer time casted IMO. In v1.21 you get a bonus if you fully upgrade it, then it works for 7 rounds (and not 6). Slow: Interesting. Along with Fear these 2 spells have great tactical influence on how to controle the battlefield. With a shorter duration 1,2,2 - I think I'd keep the old mana price. Hmm, good point! I guess you would only use it from spell level 2 then, instead trap would probably be more usefull. Have to think about it. Let me hear from others about Slow, Fear and Ingeneers (in Trent). Last edited by raknefne; 02-11-2019 at 06:42 PM. Reason: edit |
#2
|
|||
|
|||
![]()
Sirlancelot reminded me of item upgrades. I did mention them, too. They were unchanged from the vanilla game, where I can easily wait to become, say, twice as powerful before I tackle with them.
|
#3
|
|||
|
|||
![]()
Upgrades: I lowered the upgrade difficulty with about 33% in Trent because it is a shorter game. Even lower? Perhaps half of vanilla? BTW Erkihlmarl, I think when u tested Trent the upgrades were as in vanilla.
Avenging Angel: For next version 1.21, I suggest (color in brown has changes from v1.2): damage=90-150 //in vanilla: 85-130 type=bonus typedmg=magic lvl_dmg=80 // % duration=5,6,8 //Trent 1.2: 4,5,7 ---- vanilla 4,5,6 int=0 // intellect does or does not influ } levels { // level = mana_cost, crystals_cost to upgrade from previous level 1=5,1 //Trent 1.2: 6,1 --- vanilla 9,3 2=7,2 //Trent 1.2: 8,2 --- vanilla 13,5 3=9,5 //Trent 1.2: 10,5 --- vanilla 18,8 With duration 8 for level 3, there's a reward for upgrading, which I never did in any KB games... could be mana 4-6-8 also - alternatively Intellect could influence the damage, which it doesn't now... ?? Slow for v1.21: Mana 6-9-12 (was 5-7-12). Crystal 5-10-15 (was 2-5-12). Duration 2-2-2 (was 2-3-3). Slowed still 1-2-3. I didn't change anything with this spell before btw. Last edited by raknefne; 02-12-2019 at 09:35 AM. Reason: update |
#4
|
||||
|
||||
![]() Quote:
Quote:
Also useful against foes that you *need* to take out as soon as possible and perhaps can't evade their hits, like bosses. Making it cheaper in both mana and crystals is a good place to start from. Let's gonna be patient and test it extensively. I will develop "Magic Light" skill from the Magic tree in my Paladin playthrough, to see how evolves getting it to the fullest. Quote:
Last edited by Sirlancelot; 02-12-2019 at 10:46 AM. |
#5
|
||||
|
||||
![]() Quote:
Quote:
In respond to myself: yes, it protects against everyone. Last edited by Sirlancelot; 02-12-2019 at 09:52 PM. Reason: % interval changed. |
#6
|
|||
|
|||
![]()
Avenging Angel: I just did some math. It will be overpowered in 1.21 with 8 rounds. At level 3 it does 245-410 damage, which is 343 damage in average. Multiplied by 6 it is around 2k damage! (often all the charges with Avenging Angel is not used, therefore I used 6 and not 8 in the math)... Sounds like vanilla rounds like 4,5,6 is better then 5,6,8...
Ingeneer: I remember you, Sirlancelot, suggested a lower chance like 50% for blindness, I just couldn't do it in the code. This was easier. That's why I didn't change the chance of blindness but instead reduced it to just 1 bottle. Skill from Sprudne Island: I didn't change anything, due to out of time... but could easily be increased in strength - I mean the 3 different skills you get depending on the hero class. Trent is hard in itself, so it won't inbalance things. |
#7
|
||||
|
||||
![]() Quote:
But the reality is that often such conditions do not happen in Trent. You could be very lucky and find several items that augment the resistances, though. So in the end, I suppose you're right. Besides, is not that difficult to summon or even have a unit you don't mind to lose. Quote:
Yes, but I proposed that 50% chance for blindness with the vanilla reloading time. Now, with three or four turns before being able to use the talent again, I see more reasonable a higher chance. And please, don't forget these are just my impressions/opinions. Quote:
-- By the way, I have played KB Crossworlds (and Armored Princess before), for near two thousand hours, but roughly 80-85% of the time, as a warrior. So that's the character I know better. Last edited by Sirlancelot; 02-13-2019 at 12:40 PM. |
#8
|
|||
|
|||
![]()
Hehe, no I'm not angry with you, Sirlancelot, on the contrary it's good with feedback!
|
#9
|
||||
|
||||
![]()
Good to know. It's a relief.
![]() |
#10
|
||||
|
||||
![]()
Alchemists are broken. Or so it seems. Venom and energetic potions are missing from their list of talents.
However, at least when controlled by the AI, they are able to throw venom potions even with Magic Shackles or a troop upon them. |
![]() |
|
|