Hello ppl
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-- I played with warrior. The poison cloud is a good change and works nice,but the shoal is overpowered,one shoal and half the enemy army is gone and that on 300% ,I imagine on 170% it'll be a disaster . Another overpowered ability is the wall ,with so many health and the ability to cast it every turn,I block everything too easy.
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Warrior is probably first class to upgrade `Master of spirits` skill and upgrade rage skills faster, but trust me later in game enemy heroes with high intellect will devastate you with much more powerful spells then your rage skills are. Wall is useless against enemy range units and flyers, so it`s not overpowered, it`s just you didnt get to strong enough enemy. Placing it in front of enemy dwarf army with alchemist/cannoners/giants wont mean much. Or vs demon(demoness swap, and wall you placed to block enemy, become obstacle for your unit escape)/dragon army. Also piranha shoal is pure physical dmg skill, it will be much less in power vs demons/dragons/ghosts/black knights/... I`ll repeat myself and ask you to try a bit further to check elven/undead lands.
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--Hmm ,spells with warrior are limited,maybe haste and fear come first.But I didn't needed them so much. At some point I found the spell: sacrifice , and I noticed that you reduced the gained percentage. In my opinion that spell is really hard to use anyway and now you made it useless.In "Grandmaster" the mana for the spell is increased and that balances it good I think.
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Spells are changed in mechanics and gain with intellect, and work great. Warrior is not class that should rely to much on spellbook to finish his battles (haste/slow/stone skin etc all bennefitial spells are his to use, but you should forget dmg spells with warrior class). With high enough intellect even weakness become great spell : fighting vs Misticus in undead lands, i had Dryads, 2xFairies, druids, Inquisitors. He cast mass weakness and all my fairies gone from dmg 4-5 to 0-0, and druids/inquisitors to 3-3. So it`s not only make your unit do minimum dmg, but even lowers minimal dmg unit make, with higher intellect. As for sacrifice it`s % is low on first lvl, but on higher lvls and more int points you get insane numbers (with 3rd lvl, and 52 intellect you make 10k dmg, and 365% increase). Mana shield gives 250% defense bonus, and +40mana for 6 hits. Precision give +400%dmg for range units mass effect ... And so on, spells are supposed to work great on high intellect, not for warrior with less then 10 points in it. But on other hand warrior have his own perks.
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And another important thing is,that in my opinion you messed with the speed of the creatures too much. On impossible every enemy creature has +1 speed in the beginning(later maybe more) and in some heroes armies again +1 speed and that makes them impossible to stop. So either I kill them on the first round with overpowered shoal or they kill me in the second. There is just no way to distract them,to use different tactics,to slow them, to make a change to your army and strategy. That is all gone, everything lasts 2 max 3 turns and that's it.
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That +1 speed is allot in beginning, but later you`ll can use slow/have kids that give -1speed to all enemy units/lvlup tactics skill/or fight enemy units that +1speed means nothing (dragons,fairies,archdemons,demoness ...), or vs enemy heroes that use teleport spell. So that +1 speed is nuisance at start, later you`ll simply except it as normal.
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Of course lesser difficulties don't need to be this hard, but you can always control that by the meat percentage - just a suggestion. And the increasing stats are a good control thing too,just the speed is a bad thing.
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Simple increase in `meat %` as you said it, means nothing in tactical approach to battle. In Red sands mod for Ap/Cw they made something similar but every stack you fight along the way have different increase of stats by random generator. Bad thing they did there is minimal increase in low number stats : speed for slow units, and hp for weak units. So later in game on Elon for example you find 10000 fairies 10th lvl with 35hp each. Or thousands of barbarians with speed 6 and initiative 12. Increase is good, but not in absolute numbers, but percentages. I agree that +1 speed is allot when you have no units/items/spells ... but that lasts only for a little while(first 3-4 areas).
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--Suppression not, just the druid thingie and Rina's ring ,but they were too easy,one shoal and 3 towers are gone
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Try some higher lvl items. Fighting with 1000hp towers, that have initiative 15 and cast horribly strong spells is a test

I fought marshal baton upgrade, and towers cast 4000dmg fire rain, lightning that shock my units for 5 turns, and summon 500+ bowman/swordman. It was interesting fight.
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--I was with Feanora and I did used royal snakes,but anyway without royal snakes in the beginning of The Legend is very hard. For the turtle I also got Bears and ancient bears,because the kids provided bonuses for them and I think the bears were too powerful with bonuses from the wife combined with 2 kids, they had max morale and amazing stats,doing around 1500 dmg to the Turtle in a single hit.
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My advice is to save game before you change wife. Just so you can see how different is tactical approach to battles with different lineups with different wife/kids. here both wife and kids are much different then in original the Legend ,and i like change and unique buffs you get with each kid
In the end, about crash with Dirty Butory and Martin Vodash, berserk is my bet. Probably enemy hero cast it, and get in loop trying to control that unit, but cant because it refuses to act. Weird thing is, when i cast berserk on some of my units. it make no problems
EDIT : As for rage spirit exp gain, i checked spirit_common.lua file in the Legend (600B), and compared it to similar file in Ap/Cw exp_pet_hint.lua (6kB) around 10 times larger file. In the Legend only is listed base exp from each spirit , with addexp_spirit in case of master of spirits skill, or some item/kid that gives bonus exp for rage skills. But in Ap/Cw there is code line added for current enemy/ally leadership ratio, and that is great bonus in case of small army fighting larger enemy. i mentioned couple posts before i try lvling spirits with 3x1 inquisitors (rage generators) and 2x1 dryads(sleep - control enemy stacks). This works great for first couple areas because dryads control all 3rd lvl enemy, and i use rage skills every turn. What i didnt expect is that spirit exp gain have absolutely no connection with your army total lds in the legend
In Ap/Cw i had battles where in first turn use some pet dragon rage skill and get 700 exp for it. But here with spirits up to 48th lvl , it will be pain getting them up there

New lvls and added effects are great (stun/bleeding for Zerock, freeze for Lina) and i like them. Only problem is later in game when you pass 20 lvl for hero, getting spirits from 35 to 36 lvl takes at least 10 long battles with using mostly rage instead your troops. And as Mat mentioned, changing base exp gain in spirit .atom files might be only solution for now. At least until we get full mod for Ap/Cw and start bug proofing it