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#1
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It took me 60 turns, but when i saw that summoned units doesnt effect lds cap i decided to see how far will it go. Got bored around 60-65 turn, still hilarious summon for 800k lds and over 1 milion dmg
Any idea about phoenix spell ? When both you and enemy hero cast it ? |
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#2
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I think the rule is 1 Phoenix per side - I saw in the code where it checks which side it's on. It is probably best that way, otherwise, it would be easy to kill the other's side's Phoenix by casting your own. Also with Gift, I agree with you there - I'll increase its cost a bit. With Archdemon, it looks like Pygmy just won't work for a post-hit effect as I can't get it to be small no matter what I do. I'm now thinking about whether I should give them both Sheep and Pygmy as abilities and still have the other spells as post-hit effects if I can't figure out a way for Pygmy to work properly as a post-hit effect... /C\/C\ |
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#3
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Okay, here's the screenies of the new Archdemon and Ogre Abilities and Features.
The new Archdemon ability is Amalgamation - essentially an equal chance to cast Blind, Pygmy, or Sheep on a target. The new Archdemon feature is the post-hit Odium feature - essentially an equal chance to cast Fear, Helplessness, or Magic Shackles on a unit after attacking. I came up with Amalgamation after I couldn't get Pygmy to work properly as a post-hit effect. The new Ogre feature is the post-hit effect Clobber - it has a chance to stun the target and if stun is successful then it also has a chance to knock the target unconscious. I'm also thinking about doing something similar with Giants since their club is bigger than the Ogre's. /C\/C\ |
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#4
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I had to create a new function that deals with temporary units going over the Leadership limit, but it seems to work okay. This was very tricky to implement! This will go into the next update... /C\/C\ |
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