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Combat mechanics

I'm fine with Invulnerability only triggering once, especially if it deals with the poison problem and is easy to do. I'm also fine with splitting Endurance into two spells (where would you put the combat effect, though?) provided that it's easy to do. We have a bunch of Chaos crap, so reworking one of them entirely would be good. How about +2 movement, though? If that's all it does, it should be notable.

Quote:Invulnerability triggers for every figure and so will it stay.
Scratch that. It's easy. Invulnerability for whole unit, it is. Yay! Good design.

Hmm. I'm actually thinking that double attack should be a chaos spell, and double movement (instead of +2) should be a sorcery spell. How confident are you that you'll be able to switch rarity level for spells?

I'm on the same wavelength. Movement, sorcery, common. Double attack, chaos.

Switching rarity is same as switching spell position. First time, hard, afterwards, routine work (hopefully). We plan a lot of switching rarity in spell section already. I need a whole spellbook concept first, before doing a lot of extra work. For me, this smells of Catnip 2.0.

Yeah, definitely 2.0. Sounds good that you feel confident about changing rarity levels, I wasn't sure and that would limit us a lot. Being able to simply bump Heroism up to Uncommon solves a big problem that would have required a lot of tedious balancing otherwise.
EDIT: I completely misread the first proposal smile Yep, agree with that. Do you think double move or +2 moves is more fun? Maybe even +50%.

A combat spell that gives an immediate increase of movement points = extra attacks, limited only by the number of caster heroes you have in the combat.

I think it's meant as a combat enchantment, ie. it can only be cast once and changes the unit's movement allowance the entire combat. This also changes how many moves it costs to attack.

The other chaos spell:'add fire breath equal melee unit strength'



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