September 19th, 2013, 18:15
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(September 19th, 2013, 14:49)VM Wrote: Can volcanoes have roads? Yes. Both the node volcano and the raised volcano.
(September 19th, 2013, 14:49)VM Wrote: Should patrolling increase scouting range? Yes it should by 1 after a full turn spent on patrol, not otherwise. But MOM does not increase scouting range.
September 19th, 2013, 18:49
(This post was last modified: September 19th, 2013, 18:50 by Anthony.)
Posts: 591
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(September 18th, 2013, 02:44)VM Wrote: The wiki says Flameblade is not fire damage, is this true? Probably, there isn't any obvious mechanism for the game to check. On the other hand, there's no special reason to preserve quirks such as that.
(September 18th, 2013, 02:44)VM Wrote: Does any source exists which does magic damage(that magic immunity is immune to) but not of any subtype? Depends a little on your definition of a damage type. There are only two explicit damage types (fire and cold), but there are lots of other ways damage might be modified by source: resist elements applies if it's a magical ranged attack or a chaos/nature spell/creature, elemental armor is also chaos/nature spell/creature, bless applies if it's an attack by a death creature, missile immunity applies if it's classed as an arrow or a bullet, immunity to normal weapons applies if it's a mundane creature that isn't using alchemical or enchanted weapons. Sky drake breath and chaos spawn doom gaze are the only examples I can think of where there are no specific defensive effects.
(September 18th, 2013, 02:44)VM Wrote: Will normal illusionary attack get trough weapon immunity, and not trough weapon immunity+illusions immunity? No idea. It's rather a nonissue in the game, as the only unit it could theoretically matter for would be Aerie the Illusionist making melee attacks.
September 20th, 2013, 01:06
(This post was last modified: September 20th, 2013, 01:21 by VM.)
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Quote:There are only two explicit damage types (fire and cold),
Im pretty sure different magical ranged attacks are different type. There is chaos magical ranged, nature magical ranged and sorcery magical ranged, at least, thats what I read in the dokus I have.
Thus, I have classified attack types as normal, magic (for alchemy/mithril/adamantium), sorcery, nature, chaos, fire, cold, death, life. The difference between chaos and fire is , that fire immunity only defeats fire, while elemental armor applies to both. The question arose because of magic immunity, which does not give immunity to actual magic damage(it beeing mithril/adamantium), but to all other types. The thing is, doom gaze, which I classified so far as chaor subtype, should go trough, thus, it might be actually simply arcane magic type. This is counterintuitive to me (especially as doom bolt does not target MI units), and I wondered if there is any other source of damage that behaves similar. (Arcane magical ranged attacks perhaps?)
Quote:No idea. It's rather a nonissue in the game, as the only unit it could theoretically matter for would be Aerie the Illusionist making melee attacks.
There are a bunch of critters doing illusionary attack. Any unit can get invulnerability (which gives weapon immunity) and true sight (illusions immunity).
Ill go with the following route:
These are unchangeable with config:
-Supression will not sink tohit below 10%, but other things might
-There will be no arcane magic damage except for alchemical/mithril/adamantium weapons, and no immunity applies to those.
-node auras will have the dispell effect overland too
These are configable to behave like in the original:
-Immunities will remove the given damage entirely, instead of adding shields, except illusion immunity, which will turn it back to normal damage
-doom gaze remains chaos damage, and MI will protect from it.
-FlameBlade/fire immunity : the fire immunity will remove the bonus +2 damage, but otherwise it still will be a magic attack.
-If you cast true sight on a unit, it will remove all enchantments that could not target an illusion-immune uniit
Discuss.
September 20th, 2013, 01:55
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(September 20th, 2013, 01:06)VM Wrote: Quote:There are only two explicit damage types (fire and cold),
Im pretty sure different magical ranged attacks are different type. There is, but as far as I know it only affects the graphics. That's not a damage type.
(September 20th, 2013, 01:06)VM Wrote: The difference between chaos and fire is , that fire immunity only defeats fire, while elemental armor applies to both. Elemental armor only applies to chaos fire -- it won't apply to fire breath from a non-chaos creature.
(September 20th, 2013, 01:06)VM Wrote: Quote:No idea. It's rather a nonissue in the game, as the only unit it could theoretically matter for would be Aerie the Illusionist making melee attacks.
There are a bunch of critters doing illusionary attack. There are no mundane units with illusory attack other than Aerie, and summoned creatures always ignore weapon immunity.
September 20th, 2013, 03:12
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Thats useful to know. I might need to redesing some things...
September 20th, 2013, 11:22
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(September 20th, 2013, 01:06)VM Wrote: Ill go with the following route:
These are unchangeable with config:
-Supression will not sink tohit below 10%, but other things might
-There will be no arcane magic damage except for alchemical/mithril/adamantium weapons, and no immunity applies to those.
-node auras will have the dispell effect overland too
Discuss.
The more unchangeable with config decisions you make, the more likely that future development will suffer.
With your list you deny future unit addition with arcane magic weapon.
Node aura does not have any dispel effect, except directly over the node, not the neighboring tiles with sparkles. I like your idea of extending the dispel effect to those tiles and to overland spells, but keep it moddable.
In general, whatever we think is a great idea now may not be considered great many years later and by certain players. Taking current MOM rules and thresholds and setting into stone is ill advised.
Transparency, flexibility, modularity, moddability please.
September 20th, 2013, 16:45
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The arcane magic damage is now configable. I think node auras can be configable with a little tought too. Supression thing, ill hardcode that one, cos that would be too complex for now.
September 30th, 2013, 02:40
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How does invulnerability work? Does it automatically block 2 damage from each attack, or does it prevent the first 2 damage that went trough shields? Does "for each attack" mean each complete attack, or each stage? (eg, 5melee+5thorwn would do 8, or would it do 6?)
September 30th, 2013, 03:05
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(September 20th, 2013, 01:06)VM Wrote: -Immunities will remove the given damage entirely, instead of adding shields, except illusion immunity, which will turn it back to normal damage i like, that but weapons immunity should probably get special consideration. for example, i could still use my fists instead of my sword. maybe weapons immunity halves the attacking strength?
dance!
September 30th, 2013, 04:28
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(September 30th, 2013, 02:40)VM Wrote: How does invulnerability work? Does it automatically block 2 damage from each attack, or does it prevent the first 2 damage that went trough shields? Doesn't actually matter. It seems to apply per hit, based on how difficult it is to kill invulnerable archangels.
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