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#211
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Trent version 1.4 (big version) uploading today later.
- A few scenic surprises... only scenic, nothing regarding creature, story etc. Just for the randomness. - Shipwreck in Sprudne: Bigger amount of troops, but still random amount. Also level 1 undead units. You can still be lucky to get Dragons or other level 5 units. - Upper Trent: Around 80% chance of a shipwreck with evil/neutral units to hire. More Crystals to find. - Lower Trent: A bigger chance to find Undead troops in the Church at the graveyard. - Sprudne: 15% more exp against the Boss Turtle - Late game shops: Bigger chance of buying items and high level scrolls. The skill changes have the SAME overall cost if whole skill tree is maxed: - Higher Magic: 13-16-18 Magic Runes (was 12-14-16) - Destruction: 7-7-10 Magic Runes (was 8-9-10). 3 Might Runes cheaper overall when maxed. Damage 15-30-60% (was 15-30-50). Makes Damage spells a little more interesting. - Linguistic: 4-7-11 Magic Runes (was 4-8-12). - Distortion Magic: 1 Might Runes more expensive at level 3. - Concentration: Overall 2 Might Runes more expensive when maxed. - Frenzy: 4-6-8 extra Attack after a kill (was 2-4-6). Last 2 levels each cost 1 Might Rune more (2 in all). - Onslaught: Level 3 costs 2 Might Runes less (still gives +3 Initiative in the first round). Medals (only minor bonuses in v1.4 for the dragon pet, until tested for balance endgame): - Headhunter: Added 5-10-15% extra Damage to dragon pet 'Crushing Blow'. - Guardian Angel: Resistances reduced to 1-3-5% (was 3-5-7%). Added 5-10-15% extra Health to dragon pet 'Stone Wall'. - Dragonslayer: Added 2-6-10% extra Damage to dragon pet skills. Pet experience lowered to 10-25-40% (was 10-30-50%). - Reptile Slayer (warrior hero): 3-7-12 Lizard kills (was 5-10-15). Dragon Pet: - Dive: 10% cheaper at level 1 (was 20). 8-10% more Damage from level 2. - Lava: 10% cheaper at level 1. - Fiery Phantom: 10% cheaper at level 1. - Mystic Egg: A little more 'base' leadership if you choose the other choice than % of your leadership. - A little faster dragon pet experience. Still Normal difficulty equals same pet exp as vanilla Impossible level! Creature: - Looting gives 35% more gold (Marauder for instance). - Foremen: New talent 'Recruit Miner' which summons around 25% of Foremen's leadership and with a reload. Price as vanilla again. 10% Phys. Res (was 0 in vanilla), 25% Fire Res. (was 10%). Let me know if he is OP now... The AI cannot use the new talent, sorry, just cannot find a way to make it happen, nor could Terroin who helped me... Items and sets: - Raven bug fixed: Crash when talking to it, dialog removed. Price only 4500k now (was 29k). Level 1 (was level 3). - Shovel: Reduced to +40% Health Dragon 'Stone Wall', -1 Attack Penalty (was +1). Price lowered. - Former 'Princess Dress' is now called 'Dress of the Lady' - Undertaking Mask: -30% Leadership req. for zombies (was 20%). - Insanity Staff: Not in Madman Set anymore. 15% Attacking spells (was 10%). Still with a morale. - Ghost Sword: Higher start morale. Only reduced enemy phys.resistance by 35% now (was 50%) - it doesn't subtracts -35%, but reduces by 1/3. Price lowered by 1/3. - Invisibility Hat: Now called 'Lady Gugu Hat'. Price is still 10k, but you can rip 6k Gold from it. So if you find it without buying, you get an extra bonus of 5k. - Invisibility Set (changed): Only Ghost Sword and Ghost Armor required (was also the Invisibility Hat). - New set, 'Elven Set': Elven bow + Elven crown. Was part of a 4 item 'Forest Defender Set'. Gives +2 Intellect, +2 Mana per turn in battle. - Changed set, 'Forest Defender Set': Silver Chain Mail + Silver Rapier now. Gives +4 Intellect, +2 Mana for dragon pet 'Mana Accelerator'. - Princess Set: Only Cat Collar + Shoes (was 3 items). Set bonus stats reduced. - Knight Set: Only Boots, Armor and Sword are needed now (was 5 items). - Valor Set (new): 2 remaining items from previous Knight Set; Shield and Helm: +15% Physical Resistance to Swordsmen and Guardsmen - Ogre Set: Only Ogre Club and Ogre Belt now (was 3 items): Only gives 1500 Leadership (was 2500). - Life set: Only Life Bow and Shield now (was also the Raven). - Set of the Dead: Only 2 items now (was 3 including the amulet). - Light Set: Only 2 items now, the sword 'Ray of Light' removed. Ray of Light price reduced to 35k (was 50k). - Madman Set: Only White Slippers + Dress now (was 4 items). Bonus reduced to -2 Intellect, -500 Leadership, +20 Rage, +10% Crit. (was -1000 Leadership, +40 Rage, +20% Crit.) - Shaman Set: Only Weapon + Scull now (was 3 items). +5 Att/Def/Crit of undead/orcs, +10 scrolls (lowered a little). - Hunter Set: Only Boots + Gloves (was 3 items). Bonus -25% leadership req on Bears, Wolves and Werewolves. - Ingeneer Set: Only 2 items (was 4). Set name changed, was 'Set of Techno-Alchemist' or so. Bonus changes. New items and sets: - Nature's Shield: +4 Mana, +2 Attack/Defense of spiders, animals and snakes including unicorns. - Hunters Horn: +2 Mana and Rage, Dragon 'Hunt': +1 more chests and objects - Used Wide Belt: +2 Defense to allied level 1-3 units, +5% gold after battle, +10% Health Dragon 'Stone Wall'. - Enriched Armor: +2 Defense, Dragon 'Hunt': +1 more chests and objects, rip for gold (get 9000 gold once). Price 29000. - Gold Set (Used Wide Belt + Enriched Armor): +1 Morale to dwarves, +15% gold after battle, +25% Health Dragon 'Stone Wall'. - Pisling Set (Invisible Armor + Very Used Sword): A set of just 2 items that combined gives +25% Health Dragon 'Stone Wall' and +10% Physical Resistance of level 1-2 units. - Summoner Set (Nature's Shield + Hunters Horn): +10% Fire Resistance, +20% on the spells 'Call of Nature' and 'Demon Portal'. Spell balancing, inspired by GhoulKing's old 1C post about Crossworld spells: ORDER: - Dragonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-3-12 (was 2-5-25). - Demonslayer: Mana 5-8-22 (was 5-10-25). Crystal 2-4-15 (was 2-5-20). - Resurrection: Crystal 8-12-20 (was 10-15-25). - Divine Armor: Duration 3-3-4 (was 2-3-4). Resistances 15-22-30 (was 20-25-30). Mana 12-18-24 (was 15-20-30). - Life Light: Price 14k (was 50k). Mana 8-15-22 (was 10-20-30). Crystal 3-6-14 (was 4-8-16). - Battle Cry: Crystal 3-6-9 (was 3-12-20). - Earth Blades: Mana 18-28-38 (was 25-35-50). Crystal 8-14-22 (was 10-20-30). Price 16k (was 10k). - Ice Thorns: Only as scrolls, cannot be learnt (cost 1000 Crystal now since it was broken, summons in a 15 cell area!). Price 1500. - Gizmo: Only as scrolls, cannot be learnt (cost 1000 Crystal now). Price 1000. Damage 200% more, Heal 300% more. DISTORTION: - Pygmy: Mana 5-10-18 (was 5-10-20). - Hypnotize: 60-80-100% of hero leadership (was 40-60-80%, but Trent has stronger armies). - Precision: Attack 25-35-35% (was 25-30-30). Mana 1 less at level 2-3. Crystal cheaper at level 3. Halved gold price. - Invisibilty: Mana 10-15-20 (was 10-20-30). - Excorcism: Mana 10-18-25 (was 10-20-30). Crystal 5-10-15 (was 8-14-20). Damage 15% more. - Balance: Mana 2-6-10 (was 5-10-15). Crystal halved. Bonus 2-4-6 (was 1-3-5 adrenalin). Chance of speed/ini other race 50-75-100% (was 33-66-100%) - Glot's Armor: Mana 8-12-16 (was 15-18-23). Crystal 5-7-10 (was 10-10-10). Health about 30% more each level. - Poison Spit: Duration 4-5-6 (was 3-4-5). Damage 25-85 (was 20-60). Poison 20-30 (was 10-30). - Ice Orb: Mana 18-24-30 (was 20-30-40). Crystal 8-10-20 (was 10-20-35). Not rare anymore. CHAOS: - Fishes: Crystal 5-10-15 (was 10-15-20). - Stone Rain: 20% more Damage. Mana 12-25-35 (was 30-35-45). Crystal 5-10-15 (was 10-15-20). - Soul Drain: Kills 13-23-33% (was 10-20-30). Mana 8-17-28 (was 10-20-40). Crystal 5-15-25 (was 10-20-30). - Fire Rain: 7% Burn (was 5%). Crystal 5-8-20 (was 7-10-25). - Death Star: Mana 25-32-38 (was 30-40-50). Crystal cheaper too. ONLY USE version 1.4 FOR NEW GAMES!!!! You cannot use for saved games. (it might work if you don't use LOCATION folder from v1.4 which is landscapes changes, and often this is what makes it impossible to load saved games when I change something here. But no guarantee for the use of saved games if you use v1.4 in any way...) Last edited by raknefne; 03-25-2019 at 02:26 PM. |
#212
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Having a play as mage on Hard. Balancing some skills, noticed that Avenging Angel is OP now, Fear is too weak at level 1 with just 1 turn, only worth if leveled up... adjusted for next v1.41:
- Stoneskin: 3-5-8 Mana. Duration 2-3-4 (was 3-4-5 in vanilla, 3-3-4 in Trentv1.4) - Fear: Duration 2-3-3. Mana 10-13-10. Crystal 4-4-4. The 3th level is just for a cheaper spell now. - Slow: Duration 2-3-3+. Mana 5-8-12. - Avenging Angel: Mana 7-10-13 (raised compared to v1.4 but lower than vanilla). Damage as vanilla now. Is OP in Trentv1.4. Mana was 9-13-18 in vanilla, was very expensive... |
#213
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Of course I always played as a paladin, maybe playing as a mage things looks different. |
#214
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We agree that fear, slow and stone skin should be nerfed.
Slow Im just making more expensive at first level in the next update. It cost 4 mana at level 1 in 1.4.... Fear was 2-3-4 turns in vanilla. So basically it is the last level I reduced by 1. It's just that would anybody use it at level 1 if it was just 1 turn? Ofc the mana price could be higher, 12-14-10 for 2-3-3 turns. What u think? I think stone skin is better with duration 2 3 4 but I turned it to 3 3 4 in 1.4. I noticed I didn't want to use it for 4 mana for 3 turns which it is in 1.4. 3 mana for 2 turns is more expensive but then I used it. Else trap would be better Av angel:. My 1.4 changes made it about 100% stronger compared to Mana cost. That's why I reduce it a little. At Max in vanilla it cost 18 Mana. I turned it into 10 mana and 15% stronger plus it last longer... In 1.41 it is 13 Mana for same dmg as vanilla. As mage I only have 2 intellect - I just started today. Perhaps 6-9-12 Mana for same dmg as vanilla but still longer time I bought chaos dragon scroll early so I use that with avenging angel, trap, stone skin a little, fire arrow. So basically Fear is where I have the most doubt about what to do. Btw the foreman doesn't seem Op with miner summon. I actually maxed trophy paladin skill already as level 5 mage for the 30% gold... I never did that before. Last edited by raknefne; 03-26-2019 at 08:39 PM. |
#215
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Ive changed fear back to v1.4 for now which is 1-2-3 duration and ten Mana.
Balance spell is Op now... Never used it before. Gives too good bonus to ally non orcs for just 2 mana at level 1... The chaos dragon spell is quite good.... In a way Op.... But leave it for now.. Maybe I HAVE been lucky but I can get a lot of level 4 creatures in jerneland... it was not Intended Btw have u checked all tree stumbs? I mean the ones that used to be just scenairy... Some works as the treasure tree stumbs... |
#216
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You were very lucky to find such a spell. Not so sure about the level 4 units, though. I always found several in some places, like in the farm (where you need to collect 15 sprouts) or the barbarian style shop guarded by a hero. Also near the cave entrance in the snowy area. You mean the caches in trees? Yes I think so. |
#217
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I got paladins from church, horseman from Bob's castle, Royal Thorn and druid from thornguy, 15 repair droid and a few guard droid from cave, 4 Polar bear from icehut, foreman from a town building.
Going with rep droid now, paladins, guard droid and foreman.... I can actually make a summon army w druid, foreman and Rthorn. Btw foreman is fun to play with now! Balance spell i sort of broken in vanilla too. When I cast it, even without orcs, I have a chance of giving my own non-orcs either haste or battle cry. In code it says duration 1-2-2, but I got 3 turns on all units that got the spell. Instead Im changing it to be more an orc thing: Mana 3-6-9 (was 5-10-15 vanilla) Crystal 1-5-10 (was 5-10-15 vanilla) Gives 3-6-9 adrenalin (was 1-3-5 vanilla) Chance for each of other races to get Haste/Battle Cry 5-10-15% (was 33-66-100% vanilla). This way u can use it to give your orcs each 3-6-9 Adrenaline from start, which helps a lot. I think it is useful now without making it OP for the other races with the buff. BTW with all these updates and changes, I discover I had to start a new game, then and only then I could LOAD my current game. I guess it depends what the changes are. I know editor-changes always make it impossible to load existing games. Spell changes alone doesn't. Last edited by raknefne; 03-27-2019 at 09:17 AM. |
#218
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By the way, my shamans get +50 health on level two of adrenaline, but their adrenaline description states that the health bonus is applied at level three. What's wrong there? Quote:
Glad you're enjoying the modified foreman. ![]() |
#219
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I was tired of playing Trent because I had been modding it... But it is fun again. I also have ambivalence with mechanicals ...
I haven't touched orc adrenaline.... Can't answer.. Btw when I read information on rage skill Ball of lightning it gives a strange text instead of showing shock chance etc. Was it also a bug in vanilla? Balance: now focused on orcs instead of bonus to others. I only use shamans from that race btw |
#220
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