Is it possible to create option for playthrough to not disqualify weak wizards for those who want to collect wizard's heads as trophies?
Caster of Magic II Brainstorming Megathread
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So after playing a few games I've come to the conclusion that the 1506 limit on Armorer's Guild/Fantastic Stable actually helps the player more than the AI. Making them before you have a robust economy or huge treasures from lair hunting is actually a massive trap that puts you behind the AI. Meanwhile, the AI can easily get those built in their capital or well developed cities without a turncount limit, and churn out advanced units to defend themselves. I suggest changing the score modifier on it to give a bonus, or atleast no penalty. Outside of very niche rush strategies that are actually very difficult to pull off if you aren't a skilled player, fast Armorer's Guild/Fantastic Stable doesn't really benefit the player much.
I think so too, not sure why theres a harsh score modifier around it.
I find warlord + alchemist guild + war college + fighters guild a better investment because units this way are far more cost efficient
The option is generally only favorable to the player if they plan to abuse an Armorer's Guild or Fantasic Stables rush, in all other cases it's better for the AI.
I'll add it to my list of things to playtest as letting the AI also rush these buildings might help in countering that problem, or it might simply naturally disappear on high player count games which are not rushable, but I have doubts. ...actually, question. Did we add the restriction before or after we made fortress lightning scale by difficulty level for AI players? If before then that change might have made the entire armorer's guild strategy less powerful although non-fortress cities are vulnerable either way.
A search showed me that you had decided to delay Armorer's Guild/Fantastic Stable at around January 2019: https://www.realmsbeyond.net/forums/show...p?tid=9519
It was reported on the MoM discord that 50% planar tower strength for I Am The Boss is a bit too much of a nerf to them, a member noted that the AI broke to their plane before they were even halfway through Uncommons. I just did a test with 100% planar tower strength and 4 wizards and it seemed to work fine, Ariel broke through at 1511. I tend to aim for breaking planar towers by 1508 or so these days so an AI doing it at 1511, especially if they are strong, seems fine.
May I suggest to reduce upkeep of Iron Skin? It does not make sense for this spell to have same upkeep cost to Lion Heart. It should have upkeep around 1 or 2 mana.
The most similar spell in the game is Invulnerability which costs 5 to maintain while this only costs 3 so reducing it further makes no sense.
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