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Caster of Magic II Brainstorming Megathread

Could the Plane of Earth game choice get set to a non-penalized (1x) score modifier?

IIRC, Seravy tested this game setting and there was no clear indication that it's somehow massively easier than the normal world.

Personally I've tried multiple times to play in the normally generated world. The massive, empty oceans drive me nuts, so I always go back to Plane of Earth. Bit annoying to be told that I'm somehow playing on easy mode. It's given nearly the same score modifier as Sandbox Mode, which literally is easy mode.
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I'll consider adjusting it after the current submitted update is processed.
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May I suggest for some minor change for Fate Mastery?

Could you make saving roll twice extended to wizard's units' poison/life steal/touch/gaze too? (That is where term "fatal" coming from)
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Wyvern Rider is quite underwhelm for its status as flying shock cavalry from fantastic stable, May I suggest it to also have first strike or if you imagine weapon they use to be javelin (like Warcraft 3's Wyvern Rider) give they throw instead?
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In arcanus, i think they are roughly 75% as useful as griffins, sometimes superior and cheaper

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(June 16th, 2021, 12:39)zitro1987 Wrote: In arcanus, i think they are roughly 75% as useful as griffins, sometimes superior and cheaper

Wyvern Rider obsolete much earlier than Griffins which would be useful flying cavalry for whole game. I tend to play to the bitter end (year 1530+) which by that time Wyvern Rider would not quite useful by then, but Griffins still go-to units for me to use against very rare creatures as well as other tough targets. That why I suggest for give them first strike (flying Naga) or give them thrown (assume that they don't charging but use short range missile like javelin in dog fight combat) due to it is not weird for rider to use javelin lacing with poison for that.
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I think that missile units should divide into two categories non-moving fire and moving fire. Most of basic foot missile units should categorized as non-moving fire which requires at least 2 movement point to fire (most infantry bowmen, shaman, priest, magician, warlock, catapult, steam cannon, and summon such as giants should not run-and-fire properly). I don't want to close whole door completely so at least they could do moving fire with movement enchantment such as discipline, endurance, and flight. Those which suppose to able moving fire properly using 1 movement point instead (such as missile cavalry like horsebowmen, pegasi, nightmare, manticore, ships, and some skirmish missile infantry such as slingers, javelineers, rangers, as well as summon such as efreet, djinn, colossus) to add more tactical depth.
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Maybe adding ranking to the historian about how many cities and nodes each wizard has would be cool?
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Here's a crazy idea: how about bringing back Move Fortress as a Rare Arcane spell? By Rare tier racial unrest should not matter since you can afford to build religious buildings in the important cities, and there is significant strategic value in being able to move your fortress. It can definitely also be used by the AI, as once their fortress garrison is weakened by multiple strikes, they can move their fortress to a safer place. Or they can move their fortress closer to a key spot if they wish to conduct an aggressive campaign.
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Sounds good to me. Maybe be able to move only to a city of the same race if that's a problem.
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