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Caster of Magic Release thread : latest version 6.06!

Cool. Hey, do you think it would be possible to make the fleeing from combat chance go up to 100% in the case where enemies are running around randomly because they have no way to target you? (due to invisibility or flying)
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(February 5th, 2016, 16:39)ChongLi Wrote: Cool. Hey, do you think it would be possible to make the fleeing from combat chance go up to 100% in the case where enemies are running around randomly because they have no way to target you? (due to invisibility or flying)

Close to impossible (would require checking each unit individually, in the enemy attack phase, store the data, and use it later when fleeing, additionally it would raise the question how many of the enemy units need to be in that state, and modifying fleeing is quite hard to begin with, not to mention what if the fleeing army is only part invisible so the enemies can target the visible units?).

Just pass the turns to get the same result. (turning off combat movement animation helps, it takes only a few seconds that way)
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Quote:1.34
-AI will now consider sea to land attacks with flying/swimming/windwalking stacks.
-Holy Bonus and Resistance to All now shows the bonus level
-Magical items now cost 2x as much gold as their item value at the merchant. This way of obtaining items bypasses the need of using casting skill, and gold is usually easier to get than mana, so the same cost is far too good. It also bypasses the randomness of finding treasure, because you can decide to not buy the item if it's not needed. This matches the 2x production cost of buying.
-Treasure point to item value modifier is now 1.5 instead of 1.6
-Removed bonus To Hit from all predefined accessories, as it cannot be crafted in the game.
-Max resistance on items have been changed to :
Accessory : 3
Staff/Wand : 4
Shield : 4
Chain : 3
Armor : 2
Mace : 3
Everything else : no resistance available. (no change)
Most predefined items have been edited to meet the new restrictions, there are a few exceptions.
-Adjusted the starting resistance of several heroes by +/- 1 or 2.
-The Resist Magic item power is now more expensive and requires 3 books
-Fixed a bug that might cause the AI to cancel casting the Spell of Return
-AI sea to land, sea to sea and land to sea attacks now recognize units with Flight, Water Walking and Wind Walking enchantments.
-Adjusted AI advantages for difficulty : Extreme and Impossible are a little bit easier.
-Fixed bug : Chaos Channels not granting flight overland

Edit : Reuploaded : fixed broken Wind Walking.
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Been playing a bit with Chaos+Barbarians. Eldritch Weapon + Flame Blade + Metal Fires on Berserkers is rather silly. 16 swords and a strength 11 thrown attack at Ultra-Elite means they can one-shot a Sky Drake, taking little damage in the process.

One thing I noticed is that Flame Blade only gives +2 thrown attack while giving +3 swords. Is this intentional?
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(February 10th, 2016, 03:29)ChongLi Wrote: Been playing a bit with Chaos+Barbarians. Eldritch Weapon + Flame Blade + Metal Fires on Berserkers is rather silly. 16 swords and a strength 11 thrown attack at Ultra-Elite means they can one-shot a Sky Drake, taking little damage in the process.

One thing I noticed is that Flame Blade only gives +2 thrown attack while giving +3 swords. Is this intentional?

Yes, it's 3 to melee, 2 to ranged/thrown.
Multi-figure units in general are very powerful when buffed, it has always been that way although you needed lionheart instead of metal fires. Berserkers are especially good because they have thrown so benefit twice from the buffs.
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Hey, just been playing around with some ideas in my head. One pain point I've felt rather acutely is the difficulty of playing with Death books as an Arcanian race against a Myrran Death user. None of the Arcanian races have enough resistance to cope with curses or the dreaded Wrack spell. It used to be that you could rely on Black Channels to protect your best units from other Death wizards but this door has been closed.

I've noticed that the Wraithform spell continues to struggle finding a niche. At Rare, it comes far too late for what it does. Would you consider making it Uncommon and reworking it into a resistance buff or at least adding Death immunity to it?
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(February 12th, 2016, 01:37)ChongLi Wrote: Hey, just been playing around with some ideas in my head. One pain point I've felt rather acutely is the difficulty of playing with Death books as an Arcanian race against a Myrran Death user. None of the Arcanian races have enough resistance to cope with curses or the dreaded Wrack spell. It used to be that you could rely on Black Channels to protect your best units from other Death wizards but this door has been closed.

I've noticed that the Wraithform spell continues to struggle finding a niche. At Rare, it comes far too late for what it does. Would you consider making it Uncommon and reworking it into a resistance buff or at least adding Death immunity to it?

Against enemy Death wizards, your best bet is using undead and summoned units as all of those have Death immunity. If you have the option, a Prayermaster hero, or a sorcery book for Resist Magic can also help. Undead Unicorns for Resist to All +2 are good as well.
I wanted to move Wraithform to uncommon but none of the current uncommons feel like they should be rares instead so nothing to swap it with. I could see a Terror-Wraithform swap but honestly Terror isn't good enough for rare and common might be too early for wraithform.
Adding Death Immunity is something I considered, but no longer remember why I decided not to add it.
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Undead Unicorns sound pretty awesome but they're not a resource you can count upon every game. Your other suggestions (Resist Magic and Prayermaster) rely on non-Death spellbooks, meaning they aren't a solution for a Death player.

As for Undead and Summoned Units? Well, the enemy Death user has those as well. It's very hard to gain an advantage if both of you are fighting with the same units. The Myrran racial units he uses to support his armies will often turn the tide of battle.
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(February 12th, 2016, 12:14)ChongLi Wrote: Undead Unicorns sound pretty awesome but they're not a resource you can count upon every game. Your other suggestions (Resist Magic and Prayermaster) rely on non-Death spellbooks, meaning they aren't a solution for a Death player.

As for Undead and Summoned Units? Well, the enemy Death user has those as well. It's very hard to gain an advantage if both of you are fighting with the same units. The Myrran racial units he uses to support his armies will often turn the tide of battle.

While I agree that Death has a hard time dealing with other Death wizards (especially if they have better retorts, races or more books), I'm not sure if that's a bad thing, other realms have a weakness or two as well, even if it's not so obvious as this one.

Summon Champion is available to Death wizards, so they have the 2/9 chance of getting a preset Prayermaster (Paladin) or super Prayermaster (Priestess) hero, as book limitations on them are no longer present. It's not cheap unless you get lucky and get them on the first try, and Death isn't optimal for keeping them alive, but they certainly are available.
Paladins and the Bard hero can also grant +1 resistance through Holy Bonus.

I once had the idea of giving High Men priests the Resistance to All ability, if I did that, it would also help but I'm having doubts because low resistance is one of the main racial disadvantages of High Men now.

I'm still thinking about how to make Wraithform uncommon, these are the current uncommons :

Lychantropy, Shadow Demons, Berserk.
Due to the combo of regeneration and berserk these should stay the same rarity and considering the strength and role of the units, Uncommon is the only place for them.

Black Prayer
A staple, must have spell, if it was any more rare, it would significantly reduce the effectiveness of the realm as a whole, at the same time it is far too good to move it to Common as well.

Drain Power
Both of the primary uses of this spell, getting rid of enemy mana for early aggression, and quickly raising casting skill on higher difficulties through draining excessive enemy resources requires this to be available no later than Uncommon. Moving to common is an option but it would be pretty much useless that early.

Night Stalker
Due to Weapon Immunity and what the unit does, this is pretty much a unit for the first half of the game when enemy units still lack magic weapons or high resistance. Can't move it to rare.

Wall of Darkness
This is a great combo with other city spells from other realms, in particular Flying Fortress and Wall of Fire. In order for these to be accessible, the spell cannot be rare.

Possession
A slightly improved confusion. Considering the rarity of Confusion, this cannot really be any higher than Uncommon and is a quite essential spell.

Syphon Life, Reaper Slash
These were added to fix the lack of early/midgame direct damage which is needed for a realm that is supposed to be about killing stuff. Uncommon is where they belong.

So, as you see I have absolutely no idea how to make Wraithform into an uncommon because every spell there is pretty much needed to stay. The only solution I see is moving Terror to rare, and Drain Power to common, then buffing Terror a lot...but Drain Power is not useful at the beginning of the game.
Or I could make Wraith Form into a common and Terror a rare, but then Wraith Form would be far too powerful, or not? Early weapon immunity, waterwalking movement and on top of them magical weapons all in one.
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Maybe it'll take more than one move. What if Wall of Darkness got moved to Common to replace Summon Zombie? Then move Wraithform to Uncommon and make a new rare spell for a combat summon? Summon Zombie is kind of redundant since Ghouls do the same thing (and at range, which is better).

Another idea I had: what if you could cast Life Drain on your own units as an out-of-battle instant in order to turn them Undead on purpose?
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