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  #1  
Old 12-26-2011, 05:25 PM
Fatt_Shade Fatt_Shade is offline
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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 , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
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Old 12-26-2011, 08:20 PM
MattCaspermeyer MattCaspermeyer is offline
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Default 1 Phoenix per side

Quote:
Originally Posted by Fatt_Shade View Post
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 , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Any idea about phoenix spell ? When both you and enemy hero cast it ?
Summoned units don't effect Leadership cap?! Wow I didn't know that one! I know that they are treated differently (they are not affectd by morale, for example), but didn't realize summon cap was also in the list! I'll see if there is a way to fix that - I know that morale is ignored on temporary (and all enemy) units no matter what you set it to.

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  
Old 12-28-2011, 08:26 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Screenies of new Archdemon and Ogre Abilities / Features

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\
Attached Images
File Type: jpg Archdemon New Amalgamation Ability.jpg (182.2 KB, 6 views)
File Type: jpg Archdemon New Odium Feature.jpg (209.7 KB, 5 views)
File Type: jpg Ogre New Clobber Feature.jpg (243.2 KB, 6 views)
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  #4  
Old 12-30-2011, 12:22 AM
MattCaspermeyer MattCaspermeyer is offline
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Cool Temporary Unit Leadership Not Check Fixed!

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Originally Posted by Fatt_Shade View Post
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 , and . But as said warrior would get even higher numbers since his starting lds is highter. Same thing happen with illusion on ghosts on 3rd lvl it lasts 5 turns with high enough int and kid_charna. When they go over lds limit you still keep control on them.
Okay, this issue with respect to temporary summons was quite tricky to fix (the game's built-in Leadership checking code does not check temporary units!) as trying to use the existing Out of Control function would not work (it simply would return them to your control as I think it has a bug in that it doesn't check if temporary units are over the Leadership limit).

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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