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Caster of Magic II Brainstorming Megathread

I find Inner Power a little underwhelming. It seems best on Dragon Turtles and Golems, which a chaos wizards might not be using.
Maybe make it work on units with fire breath too? 
This would make the fire breath roll of chaos channels a lot better and also make hell hounds a really good and cheap summon for chaos wizards later in the game.
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On the tax rate screen, any chance of adding income from tax, cashflow per turn and total city unrest in there? 

It would make it easier than having to check all cities and cashflow after making a change.
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(February 25th, 2022, 00:44)MrBiscuits Wrote: On the tax rate screen, any chance of adding income from tax, cashflow per turn and total city unrest in there? 

Sounds doable but not trivial. Added to my todo list as low priority.
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Mystic surge seems to be counter productive late in the game when you have Doom Master, Chaos Surge and Blazing Eyes cast as it changes the chaos unit to no realm losing the bonuses.

Wouldn't making it a chaos unit make more sense? Or maybe just keep the realm it had originally if it had one.
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RANDOM STATS and MUTATION or similar
Huge change, I know.
I think it would be great with a level of randomness in the stats of each unit. Could be reserved to a new type of unit or heroes.
What if the stats could be somewhat controlled using magic spells. Nature wizards tend to generate nature type of stats like “shoot web” or “spit poison”. If unit is summoned in city with chaos node then unit can get chaos stats like “shoot fire”.
Power of the summoned unit can be boosted by special buildings.
The unit can be a high level summon spell in each school. Nature can have “Ent”, death “Demon” etc. Or each summon hero spell could work like this.
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HERO BOOSTING
They die to easy: add “bring home” spell that sends the hero home. Add “rebirth” spell that brings hero back.
I’d like to steal artifacts in battle: add “steal” to permit to snag artifact.
If hero is killed in melee then the attacker should have a chance to steal the artifact.
Thief have higher chance, including when just attacking.
Make Spell Lock available to all schools.
Hero stats should increase more with level.
Add random character boosts: heroes of Nature wizard can gain “shoot web” skills etc when level up.
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REDUCE RAISE VOLCANO AND CORRUPT
I hate the pesky chaos wizards spamming corruption and volcanoes. Can we add game option?
Can we add a counter spell “pristine lands” that add protection or add protection to existing spells like roots of genesis.
Religious buildings can add protection.
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There's already a game setting (<something> Nice?) to prevent those 'evil' curses. You can also mod spells.dat with 'disable=true' to any spell you don't want in the game.
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Retarded idea - lucky units have a chance to select the random effects of chaos magic. Halfling and lucky hero magicians being able to decide how to warp creature in, for example, 50% of the cast would be so awesome. Also chance to pick what kind of chaos channels lucky unit gets.
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Something (perhaps as part of charismatic or famous retort) that allows overland casting of enchantments known by your heroes for triple (perhaps double is enough) cost. I do not think it will be too broken if your beast master can cast overland resist elements for high price even when you have no green books.
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