I've been going through the skill trees and skill lists between the various classes between TL and AP.
I've also been looking at the text listed for a skill to help me with what I should put down for bonuses.
Take Heroism, for example:
"Your Attack is increased, and your troops boldly and courageously rush into battle."
Your troops get +Attack, but that's it. So I was thinking, what would aid them in "boldly and courageously" rushing into battle to better match the skill text description. Well, I think if they had an increase in Morale then they would be more bold and courageous. This would be to one troop during combat every round just like Adrenaline in the Paladin tree. I was also thinking that I could add either +Speed or +Resist All (Fire, Magic, Physical, and Poison) to help them with rushing into battle as well.
Here is an example Heroism:
Code:
skill_heroism_name=Heroism
skill_heroism_caption=^skills_t0^
skill_heroism=^skills_t1^
skill_heroism_hint=^skills_t3^
skill_heroism_header=Your Hero's Attack is increased, Units of a certain level also receive an Individual Attack Bonus, and your troops boldly and courageously rush into battle - a random troop at the beginning of the round receives an increase to their Resistances (Fire, Magic, Physical, and Poison) and Morale.
skill_heroism_text_1=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Resist All: [param4]<br>Morale: [param5]
skill_heroism_text_2=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Resist All: [param4]<br>Morale: [param5]
skill_heroism_text_3=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Resist All: [param4]<br>Morale: [param5]
This implementation shows that units of a certain level also get an increase in their attack as well as the Resist All and Morale bonuses.
I'm also thinking about another variant, once again to go along with the "boldly and courageously" motif:
Code:
skill_heroism_name=Heroism
skill_heroism_caption=^skills_t0^
skill_heroism=^skills_t1^
skill_heroism_hint=^skills_t3^
skill_heroism_header=Your Hero's Attack is increased, Units of a certain level also receive an Individual Attack Bonus, and your troops boldly and courageously rush into battle - a random troop at the beginning of the round receives an increase to their Critical Hit and Speed.
skill_heroism_text_1=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Critical Hit: [param4]<br>Speed: [param5]
skill_heroism_text_2=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Critical Hit: [param4]<br>Speed: [param5]
skill_heroism_text_3=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3]<br><br>Random Troop:<br>Critical Hit: [param4]<br>Speed: [param5]
So which matches "boldly and courageously" better? Or is there a better variant.
By the way, when I look at the Might Tree's Heroism and the Mind Tree's Adrenaline, it seems like Heroism should be called Adrenaline and vice versa as well as a transfer of some of the bonuses, i.e.:
Code:
skill_heroism_name=Heroism (swapped with Adrenaline)
skill_heroism_caption=^skills_t0^
skill_heroism=^skills_t1^
skill_heroism_hint=^skills_t3^
skill_heroism_header=Great leaders encourage their soldiers to brave deeds! At the beginning of each round, one of your troops receives a powerful burst of energy - an increase in their morale and resistance to fire, magic, physical damage, and poison.
skill_heroism_text_1=^skills_tPar^Random Troop:<br>Resist All: [param1]<br>Morale: [param2]
skill_heroism_text_2=^skills_tPar^Random Troop:<br>Resist All: [param1]<br>Morale: [param2]
skill_heroism_text_3=^skills_tPar^Random Troop:<br>Resist All: [param1]<br>Morale: [param2]
And
Code:
skill_adrenalin_name=Adrenaline (swapped with Heroism)
skill_adrenalin_caption=^skills_t0^
skill_adrenalin=^skills_t1^
skill_adrenalin_hint=^skills_t3^
skill_adrenalin_header=Your Hero's Attack is increased, units of a certain level also receive an Individual Attack Bonus, and your troops boldly and courageously rush into battle - a random troop at the beginning of the round receives an increase to their Critical Hit as well as Speed and then both Speed and Initiative.
skill_adrenalin_text_1=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3].<br><br>Random Troop:<br>Critical Hit: [param4].<br>Speed: [param5].
skill_adrenalin_text_2=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3].<br><br>Random Troop:<br>Critical Hit: [param4].<br>Speed: [param5].<br>Initiative: [param6].
skill_adrenalin_text_3=^skills_tPar^Hero Attack: [param1].<br><br>All Units up to Level [param2]:<br>Attack: [param3].<br><br>Random Troop:<br>Critical Hit: [param4].<br>Speed: [param5].<br>Initiative: [param6].
This would also go better with Crossworlds, where Adrenaline is supposed to aid Orcs, where the bonus should come from a Warrior rather a Paladin.
So those are my thougnts on those two skills - I'll probably just swap their locations and implement them as listed above.
Next is Quick Draw:
"The art of quickly shooting arrows enables you to strike first, dodging the shots of enemy archers."
They only get an attack and intiative bonus, but how do they dodge the shots of enemy archers? They don't, but I can add the capability and then it would be similar to the Dryad's and Demonesses (as well as some of the new AP troops with this ability after a certain condition) abilities that cause troops to miss them. I'm not sure what I'd do for the animation, but probably pick one that made them look like they dodged the shot.
I'll probably expand this to ranged units with projectiles just like I did in TL: Alchemist, Skeleton Archer, Bowman, Cannoneer, Catapult, Cyclops, Elf, Hunter, Goblin, Thorn, and Royal Thorn - did I miss anyone (I don't think any of the new units use projectiles)?
I may also add similar bonuses to what I did in TL, although, the dodge ability would be pretty good all on its own.
I'll have to figure out what to do here more, but that's my thoughts on that skill.
Here are some more changes:
Resistance:
Code:
skill_endurance_name=Resistance
skill_endurance_caption=^skills_t0^
skill_endurance=^skills_t1^
skill_endurance_hint=^skills_t3^
skill_endurance_header=Your Defense and Your Resistance to Fire, Magic, Physical, and Poison Damage increases, making you more resistant to enemy attacks.
skill_endurance_text_1=^skills_tPar^Defense: [param1].<br>Resist All: [param2].
skill_endurance_text_2=^skills_tPar^Defense: [param1].<br>Resist All: [param2].
skill_endurance_text_3=^skills_tPar^Defense: [param1].<br>Resist All: [param2].
Anger:
Code:
skill_rage_name=Anger
skill_rage_caption=^skills_t0^
skill_rage=^skills_t1^
skill_rage_hint=^skills_t3^
skill_rage_header=The Rage of heroes increases when their troops exchange blows.<br>Your Hero stays angrier after combat with a slower Rage loss after battle.
skill_rage_text_1=^skills_tPar^Rage Inflow [param1].<br>[param2] slower Rage Loss.
skill_rage_text_2=^skills_tPar^Rage Inflow [param1].<br>[param2] slower Rage Loss.
skill_rage_text_3=^skills_tPar^Rage Inflow [param1].<br>[param2] slower Rage Loss.
Bloodthirst:
Code:
skill_blood_lust_name=Bloodthirst
skill_blood_lust_caption=^skills_t0^
skill_blood_lust=^skills_t1^
skill_blood_lust_hint=^skills_t3^
skill_blood_lust_header=Your thirst for blood lingers after the end of battle, your maximum Rage increases, and you are able to hire more melee troops that use weapons to strike their oppenents (Peasants, Swordsmen, Guardsmen, Horsemen, Knights, Paladins, Demons, Demonesses, Executioners, Miners, Dwarves, Giants, Werewolf Elves, Gorguls, Assassins, Barbarians, Berserkers, Marauders, Pirates, Robbers, Sea Dogs, Trolls, Furious Goblins, Orcs, Veteran Orcs, Ogres, Skeleton Warriors, Zombies, Decaying Zombies, Vampires, Ancient Vampires, and Black Knights) as well as improve their abilities.
skill_blood_lust_text_1=^skills_tPar^Minimum Rage [param1] of max.<br>Maximum Rage [param2].<br>[param3] slower Rage Loss.<br><br>Leadership Requirements: [param4].<br>Attack / Defense: +Unit Level.<br>Health: [param5].
skill_blood_lust_text_2=^skills_tPar^Minimum Rage [param1] of max.<br>Maximum Rage [param2].<br>[param3] slower Rage Loss.<br><br>Leadership Requirements: [param4].<br>Attack / Defense: +Unit Level.<br>Health: [param5].<br>Critical Hit: [param6].
skill_blood_lust_text_3=^skills_tPar^Minimum Rage [param1] of max.<br>Maximum Rage [param2].<br>[param3] slower Rage Loss.<br><br>Leadership Requirements: [param4].<br>Attack / Defense: +Unit Level.<br>Health: [param5].<br>Critical Hit: [param6].<br>Speed: [param7].
Revenge:
Code:
skill_retribution_name=Revenge
skill_retribution_caption=^skills_t0^
skill_retribution=^skills_t1^
skill_retribution_hint=^skills_t3^
skill_retribution_header=Responding to attack the enemy, your warriors often make Critical Hits as well as increase your rage inflow.
skill_retribution_text_1=^skills_tPar^[param1] chance to make a Critical Hit and [param2] increase in rage inflow when counter-attacking.
skill_retribution_text_2=^skills_tPar^[param1] chance to make a Critical Hit and [param2] increase in rage inflow when counter-attacking.
skill_retribution_text_3=^skills_tPar^[param1] chance to make a Critical Hit and [param2] increase in rage inflow when counter-attacking.
I'm not sure how to do the Rage Inflow when counter attacking, but I'll figure it out.
Onslaught (just like I did in TL):
Code:
skill_rush_name=Onslaught
skill_rush_caption=^skills_t0^
skill_rush=^skills_t1^
skill_rush_hint=^skills_t3^
skill_rush_header=Speed and vigor are the secret to victory. During the first turn, the hero's troops receive a bonus to Initiative at skill level 1 and then Initiative and Speed at skill level 2 and 3.<br>
skill_rush_text_1=^skills_tPar^Initiative [param1].
skill_rush_text_2=^skills_tPar^Initiative [param1].<br>Speed [param2].
skill_rush_text_3=^skills_tPar^Initiative [param1].<br>Speed [param2].
The Power of Darkness:
Code:
skill_dark_force_name=The Power of Darkness
skill_dark_force_caption=^skills_t0^
skill_dark_force=^skills_t1^
skill_dark_force_hint=^skills_t3^
skill_dark_force_header=The aura of pain and death surround you, attracting the forces of darkness, and allowing for the effective command of evil armies (including Undead, Demons, and Orcs).
skill_dark_force_text_1=^skills_tPar^Undead: Attack [param1].
skill_dark_force_text_2=^skills_tPar^Undead: Attack [param1], Initiative [param2].
skill_dark_force_text_3=^skills_tPar^Undead: Attack [param1], Initiative [param2].
Caution:
Code:
skill_alertness_name=Caution
skill_alertness_caption=^skills_t0^
skill_alertness=^skills_t1^
skill_alertness_hint=^skills_t3^
skill_alertness_header=In the first round, all creatures in the hero's army receive less damage from physical attacks. Also increases the Defense of the hero.
skill_alertness_text_1=^skills_tPar^Damage reduced by [param1]. Defense [param2].
skill_alertness_text_2=^skills_tPar^Damage reduced by [param1]. Defense [param2].
skill_alertness_text_3=^skills_tPar^Damage reduced by [param1]. Defense [param2].
Nighttime Operations:
Code:
skill_nightops_name=Nighttime Operations
skill_nightops_caption=^skills_t0^
nightops_control=^skills_t1^
skill_nightops_hint=^skills_t3^
skill_nightops_header=In the dark (in the evening and at night), and while underground, all troops in the hero's army receive a bonus to Attack, Defense, and Critical Hit.
skill_nightops_text_1=^skills_tPar^Attack and Defense: [param1].<br>Critical Hit: [param2]
skill_nightops_text_2=^skills_tPar^Attack and Defense: [param1].<br>Critical Hit: [param2]
skill_nightops_text_3=^skills_tPar^Attack and Defense: [param1].<br>Critical Hit: [param2]
Okay, those are my thoughts on the Might tree skills.
I'm also starting to think more about the Mind tree skills and will post my thoughts on those soon...
/C\/C\