#311
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RuneMagues:
This unit is, despite our efforts, still severely underpowered. You don't have time enough in Trent to hoard runes all the way down from the beggining to the end, hence their power is very diminished. I have made the following changes & tests locally in my game: Leadership -> 1500. Perhaps a bit too much, but it seems the only way to make them any useful at the dps department. It's the leadership cost that pay the wizards for them when they develop their Archmage skill. Leadership -> 1700. Seems more reasonable for paladins & warriors which have a higher leadership than wizards, probably the best general approach. However... could it be possible to give the Archmage skill to all classes? That way you (the player), would be the one to choose if develop this unit properly or not, depending on your taste and playstyle. Destruction talent reloading time: 2 (one les than vanilla, what we have now in current Trent version): The area damage compensates a bit for the poor damage. It can feel OP sometimes, though, because from time to time you can catch three or four units on its way, yet it's not that easy to move the runemage to the perfect position to do so, because this unit is not a dragon or the like (ie: it doesn't fly nor have a large speed) 3 (vanilla): You rely more on the 30% to apply the magical current effect associated to the mage, depending on your number of magic runes. I rather to choose what to do, so prefer the current reloading time (2) Last edited by Sirlancelot; 04-16-2019 at 02:29 PM. |
#312
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Runemage: Let me know what u find out with the tests. Lowering leadership sounds like an idea. The talent u get that lowering the leadership reg. for archmages etc. is now for mage, but can be made for all players. The 3 different talents u get in Sprudne at the monk - depending on your hero type, could be talents all hero types get??? It is possible, I just place them at empty places in the skill tree (different places depending on the hero).
- Alternatively I could have a look in the lua file for Runemage and c if I can increase the rune bonus u get per rune.... - or make them available early like in vanilla. - make hero leveling faster siince it is a short game. But takes a lot of adjustments for balance. - give more runes late game Poison Spit: Adjusted again, again; found out it ALWAYS poisons even at level 1, so in next version Mana is 8-9-10, same 3-4-5 duration and poison each turn as vanilla. Also changed the text. It is not that bad a spell afterall - read some guides that the chance to poison was low, so I adjusted the poison 10-30 to 17-30, but that is actually the damage it does each turn, and it always poisons. Last edited by raknefne; 04-16-2019 at 02:00 PM. |
#313
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#314
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I have tried it several times. Quote:
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Unfortunately it doesn't. I do have to give you a HUGE compliment though for an excellent campaign so far (Í'm halfway through the second Island) : I love it ! It's so much more dense, difficicult than the original...and I'm constantly in need of troops, that's a new thing for me too. I love the simple solutions/for timing on quests you've implemented, like gather 15 thornsprouts. Simple, efficient....and extremely elegant : me like |
#315
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I'm glad u enjoy it!!! About crash, could it be a antivirus program? Have u tried cleaning for malware etc? I have not heard of this crash before.
About. Runemage: I will add other skills so all can develop it. Could add 1-2 runemages to hire in castle lower TRENT? No leadership lowering? No other changes? I guess I Will keep skill price as vanilla, u need other runes like ur hero to develop it. U get them at the monk. Awake dragon: playing warrior now. It is a very strong spell. 13 Mana? Was 10. I can use it to level pet. Casting awake dragon then Mana Ball, repeat... |
#316
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With the Archmage skill maxed out, Runemage leadership is reduced to 1500. That should be enough, I think. Remember we already set Destruction talent reloading time to 2 (one less than vanilla), and raised their attack +5. I'm using WoTN attack and defense as a reference, though. (+10 attack and +2 defense instead of +5 /+0 (Trent current version) and +0/+0 (Crossworlds vanilla) From Vigaroe: Quote:
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Last edited by Sirlancelot; 04-17-2019 at 01:20 AM. |
#317
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You have done a lot of research! ...
Ball of lightning: I have made changes; Fully upgraded it costs 5 Rage more, -5% stack reduce, -5% Shock Chance. It will end up doing 15-50% Damage on stacks. The helm that support this future is removed.. Btw I have reduced rest for Mystic Egg to 1. Works fine, only use it sometimes. Awake dragon: Changed to 12 Mana and Mana expend 40-25-10% - now it is 30-20-10%. Cost 10000 gold was 1600 in vanilla. Alternatively it could be a 'rare' spell, only rarely found. Runemages: I think that spending runes to lower leadership for them is costly compared to saving runes for bonus talent. I think we need to adjust their stats instead. 1800 leadership and 10.000 gold. ? New skills: it will take some testing to add new skills to monk in Sprudne. Instead I suggest, For paladin the skill could be where 'Hi mage/other mage skill is' and 'absolute rage' was but u need to develop all the way to it and u have the two from start. Same principle for other two heroes. Alchemist bug (still): I notice crashes when using the Alchemist unit. Not fixed yet afterall. I implemented the vanilla Alchemist, and it works just fine, so I just use vanilla bloke. New Medal 'Pirate Slayer': Works fine, I leveled it to max early in Sprudne, which is ok on Hard, it will be later on easy/normal. I get only 500 leadership afterall, but very helpful and necessary. Really a joy slaughtering pirates now, hehe... the other medals are at level 0-1, I'm level 8 warrior. Been having an easy time with Awaken Dragon in Jerneland, but it is a lot tougher now in Sprudne, losing troops more... np. Last edited by raknefne; 04-17-2019 at 02:40 PM. |
#318
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Ball of lightning: Fine. Let's see how it goes. It should be a bit less deadly now. Awake dragon: I'd make it "rare", then. I've beaten vanilla on Impossible with the Warrior without using Awake Dragon until the endgame. Runemages: You're probably right. 1800 leadership and 10.000 gold seem a good point to start from, then. New skills:: Hmm. It's a long way until the last skill. I would suggest 1700 leadership cost for runemages, then. Alchemist bug: I knew they were broken. Vanilla alchemists are not that bad, anyway, so no problem. |
#319
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To Axeslammer: I too have had a few crashes with mage lately, never had before. When I start another hero class, no problemo, and if I try the mage later, no problemo,but sometimes it do crash, strange. It must be something relating with a late version, because it is a new phonemen.
To Sirlancelot: - The 3 skills normally learned at the monk in Sprudne (1 depending on the hero class normally). Now you get your hero class skill as usually, but u can buy the other 2 too, they cost 9 runes more than usual (3 of each) to max. a) 'Bounter-attack': The Paladin and Mage can learn this, is in the Might tree where Bloodlust was. You have to develop everything before. b) 'Barchmage': The Paladin and Warrior can learn this, is in the Mage tree where Highermagic was. You have to develop everything before. Only 15% (and not mage's 25%) more troops. c) 'Boly Armor': The Warrior and Mage can learn this, is in Mind tree where Ressurrection was. You have to develop everything before. I'm not sure any will have enough runes to develop it in Trent... but think it is too much if player can develop it without the prereq. The new skills, depending on your hero: screen_190417_005.bmpscreen_190417_006.bmpscreen_190417_007.bmp The text error on last pic will be fixed. Not sure about rune price, but to be sure, I increased it by 3x3 of each rune when maxed (1 of each rune each level). Perhaps make a 60% chance to meet a guy in jerneland that can research the opportunity to use just one of these skills without a prerequisite? Maybe for a price. It should be able to be done even though the skills can be seen from the start. Or it could be the monk in Sprudne after u get your hero class skill ... Runemage will be 1800 leadership and 9k for now. Awaken Dragon will be rare. Last edited by raknefne; 04-17-2019 at 07:11 PM. |
#320
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The Poison Spit spell that were never used in vanilla - partly because the description was wrong so it sounded awful for 10 Mana (at all 3 levels). I fixed the text to what it actually does, quit good actually, since it poisons ALWAYS already from level 1. It is duration 3-4-5 and is still a distortion spell, costs 8-9-10 Mana:
screen_190418_001.bmp It will get new name, 'Vomit'... Mage bug: I think I fixed it, seems the problems occur after I added the spell 'Ice Snake' to the spell book. It is now a scroll she has along with a Call of Nature scroll. So mage starts off with only 'Slow' and 'Flaming Arrow' learnt. To Sirlancelot: Let me hear about comments on the 3 new skills, then I'll upload v1.52. Alchemist are still improved with 4% extra crit and 100 gold cheaper Thinking of a new campaign... Inspired by a campaign I made for heroes 4 about crazy scientists. I will reuse some maps from Darkside, 10 races and many new creatures thx to Terroin. Also in Crossworld. Perhaps new pet system. Some skills and spells shall be researched. Let's see how it goes. Last edited by raknefne; 04-18-2019 at 02:58 AM. |
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