July 19th, 2021, 12:02
(This post was last modified: July 19th, 2021, 12:05 by Suppanut.)
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I think differently. I still think chaos rift should be city enchantment but with multiple effect up to who own city.
Common effects
- Combat in this city tile always has warp reality casted on it.
If owner of city is not the one who cast the spell
- Units garrison here would get damage each turns
- All units training here (both normal and summons) would get permanent negative mutation debuff on them
- Magic Vortex randomly spawn during combat
If owner of city is the one who cast the spell
- All units recruit here would coming with chaos channel casted on it if caster does not have Doom Mastery enchantment Casted
- All units recruit here would coming with all 3 chaos channel mutation if caster has Doom Mastery enchantment casted.
- Randomly cast Warp Creature, and Warp Lightning on attacker during combat
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If there is openness to changing blazing eyes to another noneconony global, how about borrowing thd two ideas of fate mastery (combat effect + boost effect of certain spells)
If could be:
*random mystic surge on up to 3 units per combat. Unit does not lose hp to 1 this way
Or
*random magic vortex
And
*all direct damage spells hit twice, cost twice as much (or some variation of making them hurt more)
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(July 19th, 2021, 12:50)zitro1987 Wrote: If there is openness to changing blazing eyes to another noneconony global, how about borrowing thd two ideas of fate mastery (combat effect + boost effect of certain spells)
If could be:
*random mystic surge on up to 3 units per combat. Unit does not lose hp to 1 this way
Or
*random magic vortex
And
*all direct damage spells hit twice, cost twice as much (or some variation of making them hurt more)
Mystic Surge is overwhelmingly overpowered if applied in mass quantities. You're almost certain to get an invincible monster if you use it many times in one battle, so I don't think that allowing a Combat Enchantment to do it would be a good idea.
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I think that tower lair should not restrict by any coherent realms, they have should able to have mix combination between different realms too to give more flavor and give weight to lore that towers were built by powerful wizard of ancient past (and properly previous wizard which has spell of mastery?). So there should be lair with many weird combination such as arch angels along with demon lords, hydras and djins, or behemoth and air elementals, etc.
And if Seravy worry so much about how tower end up break through early, why not just set lair cost sky high? No point to manipulate ai artificially after all.
July 24th, 2021, 22:53
(This post was last modified: July 24th, 2021, 22:56 by Suppanut.)
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I want to suggest adding sea lairs (lair in middle of ocean with flying/non-corperal/waterwalking monsters, and undead/chaos ships), with sea monster rampage, and roaming neutral pirates too. currently sea is too vast, and for me too safe when stay in middle of the ocean. It should be mysterious and dangerous by definition of phrase "deep blue sea".
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I like the idea of sea lairs/monsters. I suppose it has to be a land tile to fit existing programming, but maybe it's possible to make it invisible, or at least reduced visibility range, to keep it mysterious longer? Alternatively, it could be a tiny island with a normal, but strong, lair, but which spawns its monsters a fair distance away, to keep its secret. Yet another possibility: no physical lair, but monsters spawn randomly in the sea.
July 29th, 2021, 11:09
(This post was last modified: July 29th, 2021, 12:04 by Suppanut.)
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I hope that there would be mode that include last boss fight against 60 books wizards (max in all realms, previous caster of spell of mastery from by gone era) which would spawn his city and island on empty sea to oppose anyone who cast spell of mastery unopposed (cast it after "win" button activated) to stop the player with immense casting skills and reserve mana or spawn after game dragging for too long without any winner (like after year 1444). He would cast (and finished) one global enchantment/final wave/great unsummoning follow by summons and buff his army each turn. And if war dragging for too long (no global enchantment he prefer to cast, and his army big enough, or last turn before you could finish spell of mastery), he would cast time stop to try to end your game.
Alternative for final showdown would be last turn before finish spell of mastery, 5 neutral stacks (mixed of champion level elite normal units with all available enchantment of that realms and high level summons) lead by heroes which represent each realm of magic (Torin equivalent of each realm) with casting support from god of each realms (with a lot of casting skill that could cast for whole 25 turns) to attack your capitol to stop you from finish the spell.
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The regen after battle issue with life steal extends to wraiths and death knights. In other words, a wraith that loses health during melee but fully refills through life drain, may return to the world map with only 1 figure / 1 heart left.
You probably already fixed this issue by making life drain / syphon life work for undead casters again, just want to make sure that the wraiths aren't a different case.
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Yes, I believe that was fixed in 1.1.2.
August 8th, 2021, 07:27
(This post was last modified: August 8th, 2021, 07:32 by Suppanut.)
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May I suggest for road inside wizard's own cities' vincinity spend only half movement point while road in enemy's zone or neutral zone still consume movement point 1 as currently is? This is to ease logistic problem of big empire a bit as map now could be even bigger than in CoM1 and you could have enemy on many fronts as well as player does not have resource to have his/her army everywhere in the way ai could.
It is the same rule as it is using in CIV3 and justification is that you own infrastructure in your own territory and logistic, food supply, pathfinding are easier as all those infrastructure are yours.
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