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Caster of Magic Release thread : latest version 6.06!

(March 19th, 2017, 13:13)MrBiscuits Wrote: Shadow Demons have regenerate, but when I lost three and won the battle they didn't come back to life afterwards.

They were killed mainly by Irrecoverable damage in that case. Banish, Exorcise, petrification among others can do damage of that type.
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Conjurer - +1 to melee, +1 ranged, +1 armor, +1 resistance, +1 upkeep or +20 overland cost
*Text - 'Wizard can conjure more powerful equivalents of available summoning spells at a higher cost. Summoned units are granted +1 to melee, +1 ranged, +1 armor, and +1 resistance.

Purpose of change:
*no more cost reductions, thus no synergies with other cost-reduction retorts/spell books
*Provides all sorts of advantages for most combat summons.
*Limits early-abuse by making summons particularly more expensive for early summons (increase is negligible later on)

Retort synergy - channeler for upkeep reduction.


I made a large post in the 'test games' thread to attempt reasonable solutions for early hero issues while keeping game fun and heroes strong.

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If you want to buff books, imo the best buff that handles basically every issue and case is this:
If you have 9 books in a realm, treat it as 10 books in that realm in all ways. Buy 9 get the 10th free.

Paying 9 picks for 100% chance of whatever very rare spell you want is a lot more afford than paying 10.

Another option that's similar but perhaps better is to just make it so that book 6,7,8,9 each get one additional spell, so that by the time you've spent 9 books on a realm you have every spell.

It depends on if you want to see a LOT more full book full realm builds, or if you just want to buff all levels of heavy book investment (6,7,8).


You might say that discounts would help more early game, but, well, discounts have been offered in the past. The problem was never that the discount from having a lot of books was irrelevant, it was that it cost too many picks, and retorts/rainbow mages were too powerful. The opportunity cost was too big, so it doesn't matter what buff you give the 10 book mage. Hence my suggestion, reduce the opportunity cost. Then you'll see people prefer more books in their builds.

This might make spell combos more powerful, but it won't run the risk of overpowered discounts you might get from specialist/conjurer if you buff the discount books give too much.
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I found a bug with animate dead. 

When the list of dead units to choose from gets too long the display gets corrupted and you can't see what each monster in the list is.
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that's the same with raise dead, i think there is no real solution? likely, the original menu code is not intended to get that long?
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(March 25th, 2017, 08:46)Domon Wrote: that's the same with raise dead, i think there is no real solution? likely, the original menu code is not intended to get that long?

Pretty much. It was supposed to use a scrollbar menu for units>=7 but I had to disable it because it crashed the game 100% of the time. When I have a lot of free time I might try to find fix the scrollbar menu.
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(March 25th, 2017, 08:59)Seravy Wrote:
(March 25th, 2017, 08:46)Domon Wrote: that's the same with raise dead, i think there is no real solution? likely, the original menu code is not intended to get that long?

Pretty much. It was supposed to use a scrollbar menu for units>=7 but I had to disable it because it crashed the game 100% of the time. When I have a lot of free time I might try to find fix the scrollbar menu.

Could the menu be limited to the last 6 (or whatever the maximum number that works) units to have died as a stopgap measure? If you want a unit to be raised then you'll have to do it before another 6 have died in combat.
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i'd rather have the glitchy menu, however. i don't care that much if graphics are messed up a little in edge cases, not in a 20+ years old game mod.
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(March 25th, 2017, 09:25)Domon Wrote: i'd rather have the glitchy menu, however. i don't care that much if graphics are messed up a little in edge cases, not in a 20+ years old game mod.

Really? When it happens to me I can't read any of the units, it's just a load of random symbols and blank spaces.
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Does anyone else find it odd that maximum sized cities can be worse than slightly less populated cities? Specifically, once unrest starts to accumulate past your ability to handle, each unit of population is a drain on your empire. This means, for instance, if there are 3 more population than you can handle, its economically beneficial to scrap a building like a farmers market, so that you don't have to pay its upkeep.
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