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#1
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This is a minor fixing update mostly, and changes some abilities so that they are unlocked if hero has a specific skill. Thinking to make most new & added abilities availiable if the hero has a specific skill. Feedback and opinions on that would be appreciated.
v0.04 Priests Cost +20, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 1) Inquisitors Cost +30, Leadership +20, Additional offensive ability: Cleansing Flames which deals fire damage to small area and hurts undead even more. (Requires: Power of the Spirit Level 2) Pirate Cost +125, Leadership +25, Attack +1, Defense +4, HP +20, Damage +(0,3), Added Abilities: Greed (Requires: Trophy Level 1), Swift Stroke Sea Dogs Cost +150, Leadership +15, Defense +4, HP +15 Archmage Leadership +20, HP +60, Replaced Telekinesis with Dominator, Defense +2, No Retaliation, Lightning Damage +3 Swordsman changed to Mercenary: Cost +20 Leadership +3, Defense +2 , HP +5, Damage +(1,1), Special Attack Damage +(0,2) Additional ability: Loot dead bodies for gold (Requires: Trophy Level 2) Guardsmen Cost +30, HP +5, Additional Ability: Circle Attack (Requires Heroism level 1) Knight Leadership +40, Cost +400, HP +55, Physical Resistance +5%, Damage (-2,0), Added Ability: Smashing Blow (Requires Heroism level 2), Circle Attack Requires Heroism Level 1 Griffin Cost +200, Leadership +60, HP +90, Damage (+2,+2) Royal Griffin Cost +300, Leadership +100, HP +130, Damage (+2,+4), Fire Res -20% Dark Knight Leadership +50, Cost +400, HP +35, Damage (+2,+2), Speed +1, Added Ability: Circle Attack (Requires Power of Darkness Level 2), New Ability: Summon Skeletal Ally (Requires Power of Darkness Level 1) Necromancer Leadership +100, Cost +500, HP +100, Defense +4,Physical Res +20%, Fire Res -20%, Animate Dead & Magic Shackles reloads, Ranged attack might poison To install simply overwrite the older version with this one. Last edited by xsyron; 01-26-2010 at 02:18 PM. |
#2
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It occurs to me that a cool ability for pirates/seadogs, to replace nimble, would be for them to simply evade the first attack of any combat, and only that one. Would make them significantly more workable as a unit. Maybe a one use ability "evade all attacks until end of turn."
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#3
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Enemy units also get these right?
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#4
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@Zechnophobe
Havent found yet were the code of the passive abilities, is kept. ![]() for example we could add nimble to archmages very easily simply by adding features=agility in their atom file. Well at least then they would have the actual ability without appearing in the monster sheet. Some passive abilities require more modified parameters others less, and Adding it to the monster sheet requires a few extra steps but it is possible. Also creating a new activated ability is easy, since the code can be written inside the atom itself. What you are suggesting for example i could not do yet as a passive ability, to always be in effect, since i haven't found where the code for the passive abilities is kept. But it can be implemented as an activated ability though, and it will probably be there in the next update ![]() @Arilian Yes, they are ![]() ![]() If a special ability requires a hero skill to become unlocked though, the opponent monsters would not have access to it unless it has a hero with the appropriate skill. But they'll still have the improved statistics to make our travels miserable ![]() |
#5
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all in all thou, love the changes, makes the assassins alittle too powerful thou, they are a pain to battle in large groups, should lower their HPs alittle ... maybe 90
Last edited by Paulixs; 01-29-2010 at 07:42 PM. |
#6
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After 0.04 in order to unlock the new abilities your hero must have points in specific skills, like King Bounty:Legend Training skill, only expanded to more skills.
For instance in order for your priest to have cleansing flames you must buy Power of the Spirit skill level 1. The requirements are stated in the readme, but you can also see in the skill tree, what additional abilities that skill unlocks. For example if u check skill Trophy, you'll see that it teaches Mercenaries the Search ability ![]() Heroism teaches Guardsmen and knights a few thing, Alchemy teaches assassins to use the almighty acid flasks and so on. As for the difficulty, i agree most of the monsters become a lot harder to battle, i think hard difficulty its actually hard now, and impossible seems...well impossible ![]() Still need to playtest and balance though. Thats why feedback & suggestions are extremely valuable. For now though i moved to a new pc ![]() |
#7
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I work on a similar project (but mainly based on passive and active ability), so i have checked that a bit, and may be i could help you on features ability if you want by PM.
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#8
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I noticed this post is not updated since almost 1 month -.- well, i am trying to do a little mod, converting paladins on gladiators (level 5 human) with the knight model. Well, heres my problem: The gladiator has 3 skills: the circle attack, resurrect (the inquisitor one, not the paladin) and an smasing word type attack but with the dragon slayer animation. The gladiator is fire-themed, so i want to add a shock and burn effect (and with adyacent cells damage if possible) to the smashing blow attack. But i cant do it.
The physical damage is there, but so far, i cant add the burn effect or the shock effect to the stroke. I think it must be not than hard. Do i need any script or something? I see u have experience on mods, so can u tell me any tip or the way to add burn attached to an special attack? this is the code -> gladiatorbreath { class=moveattack hinthead=ig_gladiator_breath_head hint=ig_gladiator_breath_hint reload=4 dontusenearenemy=1 up=0 friendly_fire=1 base_attack=0 ad_factor=1 picture=ba1_doublestrike_ picture_small=ba1_doublestrike_small.png options=disablerush,used_if_damaged anim_attack=special damage { physical=41,60 fire=30,50 } custom_params { burn=70 shock=50 nomiss=1 } } thx. Last edited by N3MES1S; 03-15-2010 at 04:41 AM. |
#9
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7in1=0.5 (for damaging the surrounding tiles, I think
![]() friendly_fire=0 (will prevent allied units of taking damage) device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack) what I don't quite understand is: dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?) as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script? Last edited by Der Wanderer; 03-15-2010 at 04:35 PM. |
#10
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Last edited by N3MES1S; 03-15-2010 at 08:49 PM. |
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