Here is first bunch of Catnip project changes (+ Insectide).
CATNIP 0.5a
Test, report bugs, submit savegames with bugs, please.
Release notes:
Anti-exploit measures
- once you Buy something, you cannot Change it until next turn
- the 50 turn limit in combat is gone, no automatic withdrawal
- destroyed magic items now give only 25% of their price
Economic changes
- new speed "Buy" cost brackets [6x if no hammer, 4x if more than 25% build, 3x if more than 50% built]
- new alchemy ratio = 1:3. For alchemist wizards = 1:2
- new tax rates system
Wizard traits changes
- artificer now gives magic weapons
- conjurer now needs only 50% upkeep of magic creatures
- channeler makes your spell cost 1/2 mana in overland (same effect as fortress fight)
- mana focusing now gives 50% upkeep discount (combined with conjurer it gives 25%) on top of the old bonus
City defence enhancement
- city walls give defenders +5 shield bonus
- on top of that, defenders get +2 bonus against ranged attack or +1 against thrown/breath attacks
- no suppression effect on the gate defender
- defenders shooting from a walled city get long range bonus
Experience
- large shield bonus grows with levelling up (1 + lvl, 1 + lvl/2 for heroes)
- all units may now reach Champion level
- new experience level bonuses
- new XP gained from combat (+1 fame is awarded when the total gained is bigger than 10 ep)
Lairs
- the lairs are tougher in general, really weak lairs should be an exception rather than a rule
- towers are really well guarded, they will have creatures from different magic realms
- the game should create more unusual defender combinations (3 primary, 4 secondary et simile)
- the mana and gold reward from lairs will be significantly higher
- you may ultimately collect up to 15 magic books as a reward
- the heroes freed from lairs will never be the basic ones (0 fame heroes)
Combat mechanics
- new poison conception: for every inflicted hit you have a chance of Unit_resistance - posion_level to score another hit
- no shooting after a move!
- all combat summons, except for AIr elemental and Demon, suffer from summoning sickness (cannot move that turn)
- weapon immunity now adds +10 defense (instead of putting defense to 10 for all units) against non-magic weapons
Overland
- Pathfinding should now give you a 2MP movement (instead of 1MP)
City
- production hammers now carry over to the next item built
- units stationed in a city cannot quell unrest
- new percentage unrest system
CATNIP 0.5a
Test, report bugs, submit savegames with bugs, please.
Release notes:
Anti-exploit measures
- once you Buy something, you cannot Change it until next turn
- the 50 turn limit in combat is gone, no automatic withdrawal
- destroyed magic items now give only 25% of their price
Economic changes
- new speed "Buy" cost brackets [6x if no hammer, 4x if more than 25% build, 3x if more than 50% built]
- new alchemy ratio = 1:3. For alchemist wizards = 1:2
- new tax rates system
Code:
gold new old
0.0gc - 0%
0.5gc - 10%
1.0gc 5% 20%
1.5gc 10% 30%
2.0gc 20% 45%
2.5gc 30% 60%
3.0gc 45% 75%
3.5gc 60% -
4.0gc 80% -
Wizard traits changes
- artificer now gives magic weapons
- conjurer now needs only 50% upkeep of magic creatures
- channeler makes your spell cost 1/2 mana in overland (same effect as fortress fight)
- mana focusing now gives 50% upkeep discount (combined with conjurer it gives 25%) on top of the old bonus
City defence enhancement
- city walls give defenders +5 shield bonus
- on top of that, defenders get +2 bonus against ranged attack or +1 against thrown/breath attacks
- no suppression effect on the gate defender
- defenders shooting from a walled city get long range bonus
Experience
- large shield bonus grows with levelling up (1 + lvl, 1 + lvl/2 for heroes)
- all units may now reach Champion level
- new experience level bonuses
Code:
name swd def hrt crs tht tdf
Regular - 1 - 1 - -
Veteran - 1 - - 1 -
Elite 1 1 1 1 - -
Ultra-Elite 1 1 - - 1 1
Champion 1 1 1 1 1 -
TOTAL +3 +5 +2 +4 +3 +1
Code:
UNIT
xp = upkeep + level / 2
HERO
xp = upkeep + level + upkeep * (level / 2)
(The total experience of a battle is divided by 2.)
Lairs
- the lairs are tougher in general, really weak lairs should be an exception rather than a rule
- towers are really well guarded, they will have creatures from different magic realms
- the game should create more unusual defender combinations (3 primary, 4 secondary et simile)
- the mana and gold reward from lairs will be significantly higher
- you may ultimately collect up to 15 magic books as a reward
- the heroes freed from lairs will never be the basic ones (0 fame heroes)
Combat mechanics
- new poison conception: for every inflicted hit you have a chance of Unit_resistance - posion_level to score another hit
- no shooting after a move!
- all combat summons, except for AIr elemental and Demon, suffer from summoning sickness (cannot move that turn)
- weapon immunity now adds +10 defense (instead of putting defense to 10 for all units) against non-magic weapons
Overland
- Pathfinding should now give you a 2MP movement (instead of 1MP)
City
- production hammers now carry over to the next item built
- units stationed in a city cannot quell unrest
- new percentage unrest system
Code:
Building effects:
Shrine 10%
Temple 10%
Parthenon 10%
Cathedral 10%
Animist's Guild 5%
Oracle 15%
Spell effects:
Just Cause 5%
Stream of Life 20%
Gaia's Blessing 10%
Dark Rituals -10%