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#191
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Just started an Armoured Princess campaign again....but I don't think I've ever played this campaign, will certainly give it a spin !
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#192
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The warrior skill tree is already pretty good, in my opinion. I have played several times the original campaign as a warrior and never felt there was something relevant missing. That being said, perhaps Onslaught level three could make the Initiative bonus last for one more turn, for example. Otherwise there're not much reasons to improve it to such extent. Frenzy first rank could start at +4 Attack per slayed enemy instead of +2. I don't recall in Trent many battles where the number of enemy stacks where high enough to make Frenzy bonuses worth its rune cost. Thus Frenzy ranks could be +4/+6/+8, where at least the last level should be more expensive than in vanilla. More damage to Dragon dive? Sure, because unless you're fighting a bunch of pterodactyls (I don't remember their name in game) or something like that, is only interesting against summons and Gremlin Towers. I never play an undead army, but probably yes, another shipwreck here and there would be desirable for that kind of party. Just don't force the player to fight thousands of undead, that's a WoTN weak spot. Foremen alone are too easy to defeat, that's right. They barely have a chance thanks for their high initiative, and are intrinsically related to miners. So yes, it could be interesting to test how it would be if they were able to summon some miners on their own. |
#193
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#194
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Plans for next update:
================= The skill changes have same overall cost if whole skill tree is maxed: - Higher Magic: 13-16-18 Magic Runes (was 12-14-16) - Destruction: 7-7-8 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 20-40-60% (was 15-30-50). Makes Damage spells more interesting. - Distortion Magic: 1 Might Runes more expensive at level 3. - Concentration: Overall 2 Might Runes more expensive when maxed. - Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all). - Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round). Dragon Pet: - Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2. - Lava: 10% cheaper at level 1. - Frenzy (the mass astral dmg): 10% cheaper at level 1. - Ball? Do you use this? Very random what it hits... - Perhaps the starting choice of pet also affects which dragon skills that becomes stronger. Choosing Ball could give +10% Damage on Dive, Lava, Frenzy. - Perhaps a few new items with pet enhancements. Plz comment Btw in Sprudne (map2): Do u remember to checkout the lakes after certain quests? I think it is after the frog Gunhilda quest, they open up so you can walk in the lakes and look for chests (hidden or sea chests). Last edited by raknefne; 03-20-2019 at 11:41 AM. |
#195
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I will pay attention to that. I don't remember checking the lakes again in my previous playthrough, so it's possible last time I missed some goodies. Quote:
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#196
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Comments on the future update:
- Good to hear, Ball of Lightning is used. I just haven't used that a lot. - Wall can be good at first, but I suppose it is too weak later? Wonder if items with +25% would be interesting. There's already a pet item that gives +50% Health. - And also the Egg, very risky since it can break before hatching. Could improve the shell health and lower the rage price, what do u think? Or items that gives bonus to the egg. - I recall a 1c forum post that requested some effects on the starting Dragon choice. That's why I start thinking of bonus depending on the choice. I also recall the mod RedSand that gives bonus to the pet thru skills (a new paladin skill late) and in the medals. Most petskill enhancements was around the Push damage (forgot name of the pet attack that pushes just 1 creatures 1+ back). But for now I just make the Lava, The astral mass attack and Dive 10% cheaper in the 1st level. - Foremen: Working on making them recruit miners, just need to make AI use the ability too. It works now when I summon them. I have lowered the amount they summon because Miners can be very defensive with their skill talent. Foremen only recruits around 25% of his leadership, but with a reload of 5-6. I might use them now, actually! Before it was always Ingeneers, droids, perhaps Alchemist from the dwarf race. |
#197
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I'm adding some new items for the next v1.4, it is basically items from Hylfire or Bonfire adjusted a bit. Here's a new set item for low levels and only 2 are needed for the set bonus:
very used sword.bmpinvis armor.bmp Notice that there's NO picture for the 'Invisible Armor' ... hoho I will make it 10% dmg instead of 5% crush blow. And increase wall health a bit I guess Last edited by raknefne; 03-22-2019 at 08:55 AM. |
#198
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Hmm, I think the egg is pretty much ok. Is easy to improve it to the point that summons a level 2-5 creature of 90% your leadership, which is rather amazing. Yes, you can't use it every time without risk to break it, but that's part of the balance. Ah, that's an innovative way of improve the pet. Interesting. Push damage can be improved for the midgame and endgame, sure. It loses effectiveness at that point, although the pushback effect continues to be useful most of the game. Good. I never bought Foremen myself, either. Hence that modification looks cool. Time will say if is balanced or not. 25% of leadership and reload 5 or 6 seems reasonable. Quote:
The invisible armor lack of picture can lead to confusion, though. ![]() |
#199
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Ive added a blurred picture of the invisibility armor.
Foreman: when miners strike with their talent they get 100% defense but don't retal. The strike makes foremen have Max critical for 2 turns once in a battle along with some other stat buff. Will be fun... Terroin is helping modding that to avoid headache.... |
#200
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