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Caster of Magic II Brainstorming Megathread

In the original game, Life lairs didn't send monsters.
When I asked on the forum, people said the increased variety in monsters is worth more than being thematic so this restriction was removed.
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I can understand people who wanted rampaging stacks of Life monsters for the increased challenge or variety, but I'm asking for options to disable that for thematic reasons. Is it possible in the future? Perhaps it might be good to be able to adjust which monsters are legible for rampaging monsters in general.
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Might be worth adding that in the future.
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I think for call the wild to not spawn monster on caster's node is a bit redundent as those monster would not target caster's cities and stack anyway. I think it would be better for it to also spawn rampaging monster if there is valid target in vincinity.
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It's pretty nonsensical that armies capturing new cities need to wait for it to be burnt to the ground, while a single war bear winning a war can instantly make it crumble down. Is it possible to force rampaging monsters to also wait out a timer before turning the captured city into a ruin?
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Invisible units should have higher chances to flee from combat. That is in the case when they are not free to run away (flying against non flying, all enemies webbed, Illusion Immune enemies present, etc.)

May be halving their chance to die should be fine.
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Another type of climate:
Postapocalyptic

A previous magic war have left the world in ruins. Vast amounts of corruption and Volcanoes. Ruins are positioned on the best places for cities (using AI logic).
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AEther Flux is immensely fun, but decisive event. Strongest wizard(s), especially summoners, get so much from its overland cast portion, that snowballing over opposition is trivial.

In my recent game (Master difficulty), it allowed spamming shadow demons en masse in 1504, when opponents did not have something to retaliate with. It allowed to defeat 3 in quick (for Maximal map) succession, all while capturing more nodes and taking SP through the roof..

Maybe AEther Flux should be limited to combat casting only? It is fun and interesting part, while 1/2 overland price feels cheating — and I guess would be horrifying on Phantasmal.
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How about making AI priority for disjunctioning global enchantments moddable? Right now I've noticed that the AI will disjunction globals that are directly harmful, like Armageddon or Meteor Storm, but will leave economic or indirect globals alone. This often leads to ridiculous situations like a wizard layering 7-8 globals and becoming horrendously overpowered. Being able to set AI priority for disjunctions would help a lot with this.
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I think Raise Volcano could have some mana bar charge into spell like Disenchant Area or Disillusion. If not charge additional mana, raise volcano would just destroy tile and resource on it without generate new one or do anything to units on the tile. But if mana add more into spell (like disenchant area, etc) eruption become more violent and deal damage to unit and buildings in city on that tile with chance and amount of damage depend on mana additionally spend on the spell, and more likely for new mineral vein to be generated as more mana spend on the cast. With this, Raise volcano would able to use as secondary overland attack spell, as well as make mineral generation become more reliable (nolonger need save scum for that anymore, just pay more mana for more reliable result).
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