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#1
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Trent version 1.5:
================= - Different small adjustments - Pet dragon's Mystic Egg only has 1 rest now. - Pet dragon's Lava only has 1 rest now, but same startprice as vanilla, 35 Rage, it was lowered in earlier Trents, but instead with no rest. - Paladin skill 'Glory': Leadership 150-450-950 (was 100-350-700). Mind Runes 5-7-9 ( was 6-7-8 ). Medals - u can see pictures of some of the changes in Post no. #2: - 'Magician' (former 'Fire Mage' for the Mage): New spells for the medal; 'Flaming Arrow', 'Poison Skull', 'Call of Nature', 'Ice Snake' and 'Slow'. - 'Iron Knight' (warrior): The spells needed are now: 'Haste', 'Precision', 'Battle Cry' and 'Awaken Dragon'. - 'Holy Knight' (Paladin): The spells needed are now: 'Healing', 'Peacefulness', 'Bless' and 'Holy Light'. - A larger amount of spells needed for each hero class for medal leveling. - 'Grand Strategy', now called 'Pirate Slayer': No longer measures 'no loss', instead numbers of enemy pirates slain. Gives Leadership 100-250-500. This is to help player use other strategies than always using strong units for 'no loss'. - 'Treasure Searcher': 3-6-9% experience (was 3-5-7 but more chests to find for reward than earlier Trent). Items: - Farmer Set bug fixed: Didnt give +1 Mana per round, fixed. Spells: - Poison spit: Same damage as vanilla, but poison chance higher and duration 4,5,6. Mana 6-8-10. - Stone Rain: Area 3-7-19. Mana 10-22-35 (was 30-35-45 vanilla) Last edited by raknefne; 04-15-2019 at 11:29 AM. |
#2
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I had some fun with v1.5, was losing part of a stack, useally I'd start thinking of reloading or accepting the loss... then I realized it doesn't matter so much any more... with the Grand Strategian transformed into Pirate Slayer. Time will show about if we need to adjust Pirate Slayer, it is 75-250-600 pirates to slay for the medal. Ofc higher difficulties will spawn more troops, so it is easier to get the medal on higher difficulties.
I found the Fjong-Fjong hat for 10k, and extracted 19k from it, good deal... wonder if the set bonus is too strong or? ... I posted pics of the set a few posts back. The Hula-Hula Set... |
#3
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That depends on your level and luck I guess. Did you find it early, in Jerneland?
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#4
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I bought the hat in the church in Jerneland. The first thing I bought since I would get 19k from it. But dont have the set... it is completely different to play now, I'm using the free peasants from the miller in starting town, since casualties doesnt matter. Never used them before... just to save money...
V1.5 had a medal bug for Iron knight and holy knight. Get v1.51 fixed. Last edited by raknefne; 04-16-2019 at 06:22 AM. |
#5
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RuneMagues:
This unit is, despite our efforts, still severely underpowered. You don't have time enough in Trent to hoard runes all the way down from the beggining to the end, hence their power is very diminished. I have made the following changes & tests locally in my game: Leadership -> 1500. Perhaps a bit too much, but it seems the only way to make them any useful at the dps department. It's the leadership cost that pay the wizards for them when they develop their Archmage skill. Leadership -> 1700. Seems more reasonable for paladins & warriors which have a higher leadership than wizards, probably the best general approach. However... could it be possible to give the Archmage skill to all classes? That way you (the player), would be the one to choose if develop this unit properly or not, depending on your taste and playstyle. Destruction talent reloading time: 2 (one les than vanilla, what we have now in current Trent version): The area damage compensates a bit for the poor damage. It can feel OP sometimes, though, because from time to time you can catch three or four units on its way, yet it's not that easy to move the runemage to the perfect position to do so, because this unit is not a dragon or the like (ie: it doesn't fly nor have a large speed) 3 (vanilla): You rely more on the 30% to apply the magical current effect associated to the mage, depending on your number of magic runes. I rather to choose what to do, so prefer the current reloading time (2) Last edited by Sirlancelot; 04-16-2019 at 02:29 PM. |
#6
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Runemage: Let me know what u find out with the tests. Lowering leadership sounds like an idea. The talent u get that lowering the leadership reg. for archmages etc. is now for mage, but can be made for all players. The 3 different talents u get in Sprudne at the monk - depending on your hero type, could be talents all hero types get??? It is possible, I just place them at empty places in the skill tree (different places depending on the hero).
- Alternatively I could have a look in the lua file for Runemage and c if I can increase the rune bonus u get per rune.... - or make them available early like in vanilla. - make hero leveling faster siince it is a short game. But takes a lot of adjustments for balance. - give more runes late game Poison Spit: Adjusted again, again; found out it ALWAYS poisons even at level 1, so in next version Mana is 8-9-10, same 3-4-5 duration and poison each turn as vanilla. Also changed the text. It is not that bad a spell afterall - read some guides that the chance to poison was low, so I adjusted the poison 10-30 to 17-30, but that is actually the damage it does each turn, and it always poisons. Last edited by raknefne; 04-16-2019 at 02:00 PM. |
#7
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