(December 24th, 2017, 05:52)Seravy Wrote: Every normal caster unit knows fireball, making it an exception would be hard and not worth the time.
Ah, yes, of course, well in that case. If you think dark elves need a buff, and apprentices aren't useful enough, I recommend setting the manacost of fireball to 16 and giving apprentices 15 caster instead of 14, because pretty much every single realm in the game has a really useful common 15 manacost spell. It would be OP for them to be able to cast fireball for non-chaos wizards, but for life/death/sorcery wizards the one extra caster point would open up a lot of options. 15 manacost seems to be a favorite of yours. Although you've buffed some of the weaker nukes in the game like fairy and aether down to 12mana cost, so maybe the apprentices don't need anymore buffs and death dark elves was a silly method for me to test out the effectiveness of the new dark elf unit.
This is a swordsmen tier cheap unit, it is intentionally set at 14 to not allow the 15 cost spells.
If necessary, adding another new unit with higher caster and a higher cost is a possibility we can consider in the future.
After being thoroughly cavity probed by an AI using Dark Elf I shudder at the thought of buffing them (+_+). Will have to play a game with them to see, but the potential for abuse already seems strong.
I think it has been enough time to consider the new research costs a success, so, release time!
5.1
-Fixed Bug : the Wind Walking enchantment overrides ship transportation.
-Fixed Bug : when two Wind Walkers are in a stack with uneven moves it's possible to move an infinite distance by pressing the Done button.
-Players now start with an additional swordsmen to replace the missing Spearmen.
-Players now start with a population of 5 (experimental, might undo)
-The AI is now not allowed to do positive diplomacy with other AI until turn 36, the same way they are not allowed to declare war or be hostile.
-Minimal amount of army strength needed for AI attacks and AI fortress attacks halved, as it was accidentally set to twice the intended amount.
-The red square that is displayed on the selected unit during combat has been extended for better visibility.
-Removed building : Ship Yard.
-Added building : Magic Market.
-Wizard's Guild now requires Magic Market instead of Library. Uranus's Blessing now adds power to Magic Market instead of Alchemist's Guild.
-Alchemist's Guild no longer produces power.
-Library now produces 6 research but costs 60.
-University now produces 6 research.
-Sage's Guild now produces 12 research.
-Nature's Eye now produces 4 research.
-Maritime Guild now costs 370 with a maintenence of 5 (merged with old ship yard costs).
-Nodes generate power as though they had 3 more tiles than currently (so visible tiles+8 total tiles worth of power)
-Galley now requires a Ship Wright's Guild and a Fighter's Guild.
-Completely overhauled the research costs of spells.
-Nagas lose 1 Poison and cost 73.
-Updated the AI research selection procedure.
-Researched spells now contribute towards SoM research at their full price like in the vanilla game. (albeit with the SoM cost modifier considered)
-Spell of Mastery cost modifier is now 8x instead of 4x to work around integer limits.
-Volcanoes now have a 0.5% chance to revert to mountains instead of 1%
-Volcanoes now produce 3 power.
-Reduced the AI power advantage for all difficulty levels.
-The AI now prefers to keep at least 5 units on nodes instead of 3. (Might change further)
-Sage Master now adds +25% RP and +15 RP/turn
-Fixed bug : It's possibble to gain an extra MP while producing -1 RP due to rounding problems on power distribution.
-Fixed EXP11 bug : The following applied to casting Spell Binding for the purpose of gaining a new enchantment when it should not : “-When the AI picks “Disjunction” to cast, there is a 1/(2*number of AI wizards still in the game) chance to proceed only, otherwise it will roll again for picking another spell. “
-Dark Ritual now triples the power of religious buildings.
-Halflings now produce 1 research per population.
-The Unknown now has the ability to walk on water.
-Adjusted Dark Elf unit building priorities for the AI.
-Primal Force now produces 12 power instead of 20.
-AI combat spellcasting : AI will prioritize Wrath Form, Air Elemental, Phantom Beast, Haste, Mystic Surge spells more if the enemy has Entangle in effect.
-AI will prioritize Haste more if the target is a high cost unit.
-AI will not cast Construct Catapult if all enemy units are invisible.
-AI will not cast Construct Catapult if the enemy has Entangle in effect.
-Builder's Hall now costs 20
-University now costs 120
-Farmer's Market now cost 180
-Granary now adds +5 max pop and no growth (aside from the growth from the max pop itself)
-Farmer's Marker now adds no max pop and +50 growth.
-Miner's Guild now costs 120
-Forester's Guild now costs 130
-Gift of the Gods max item budget is now 4000.
-Adjusted garrison priority for Golem, Draconian Magician
-Ritual Master now generates +6 power/level
-Sage now generates +10 research/level
-Removed Magic Immunity from the two predefined items that had it. Hoping to reuse the slot for a new item power as soon as I have a good idea for one.
-Alchemist Guild now costs 100.
-Seismic Mastery will no longer trigger on itself being cast.
-Construct Catapult now costs 30.
One thing I'm worried about however, is whether this change hits races with no sage's guild and university too hard. Do let me know how it works if you play one of those races. (or the AI plays them and is unreasonably behind in research)
In 5.05 I almost never build any sage's guilds anyways, that said, I guess this total revamp will maybe make me want to? Is the change basically just all costs way higher? or at commons still cheap while very rare's are way way way higher? is there more variation within tiers now too? I'm not sure exactly what you settled on in the other thread's ideas?
Hi Seravy, thanks for continuing to put effort into this great game! It's been a while, I barely played any between 5.0 and 5.1.
Does the maintenance cost reduction from Conjurer only apply to units costing 4 or more mana per turn? I thought it used to apply to the army as a whole, but in my current game I have 4 Spirits and 4 Hell Hounds and I thought it would cost only 6 per turn with Conjurer but it is still 8. Am I just misremembering? Is this a new change, or even a bug?
Chaneller applies to the army as a whole. Conjurer applies to the units individually. There have been a few changes to how it is rounding the cost over the time but aside from that it's the original.
Quote:5.11
-Spell of Mastery cost is now higher (looks like I miscalculated in the previous update?)
-Socery conjunctions are now 3x SP instead of 4x.
-Fixed AI bug - certain modifiers for using Web were not applied unless enemy army had flying superiority.
-Fixed AI bug - Node summoning priority has been added for spells that aren't summoning spells
do barbarian settlers cost less food than other settlers? with 5 starting pop, i have 3 farmers; gives 6 food. as barbarian,that's enough for my 2 swordsmen and my 2 settlers. as beastmen, it is not enough and i need a 4th farmer.