October 3rd, 2024, 11:46
(This post was last modified: October 3rd, 2024, 11:47 by Suppanut.)
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(October 3rd, 2024, 11:15)Fin Wrote: (October 3rd, 2024, 08:16)Suppanut Wrote: (October 3rd, 2024, 07:48)zitro1987 Wrote: Yeah, the + figure buff is immense and does not follow the pattern of -1 attack seen by swordsmen (which get +33% figure not +50% as shaman). Bowmen anf shaman would become the default unit in early game - bowmen being a cheap and more accessible longbowmen in an economy race and shaman - can you imagine a few enchanted with heroism?. The race is essentially overhauled and unbalanced by this.
Academy could alternately grant elite exp status rather than +2 figure
This change coming as reaction of Hadriex's latest playthrough on pure sorcery halfling where his halfling could barely hold their own and much different from other races. Actually, halfling without buff barely hold their own at all.
Look like I completely overreacted to Hadriex stream, I will reduces figure back to as before. And add figure bonus to Shaman and Disciples to Academy instead.
I don't want to give elite status from Academy, I don't want it to be complete alternative that much easier to get for Altar of Battle.
Do you have a discord or some such I could join to help collaborate on this mod? I did find that reducing the total opponents from 13 to 10 seems much more manageable.
I was surprised to see iron skin move down a tier. Just like how survival of the fittest gives armor on iron and melee on coal when armor is the more difficult stat to improve.
Discussion on discord mostly occur in "Master of Magic - Fans" server, I have a channel dedicate to Warlord mod there. But most development discussion happens on private group chat.
Iron Skin moves down in order for Sacred Ancient to move up. I get criticism that early nature's Illusion Immunity weaken early sorcery too much. We think that Iron Skin is the least flashy thing on Nature's rare tier that could swap place with Sacred Ancient.
Survival the Fittest exist to bring back OG effect such as Stone Skin, and Giant Strength which is too weak to be their own spell. And, yes, iron gives +1 armor is more or less shout out on Iron Skin spell.
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(October 3rd, 2024, 11:46)Suppanut Wrote: Discussion on discord mostly occur in "Master of Magic - Fans" server, I have a channel dedicate to Warlord mod there. But most development discussion happens on private group chat.
Iron Skin moves down in order for Sacred Ancient to move up. I get criticism that early nature's Illusion Immunity weaken early sorcery too much. We think that Iron Skin is the least flashy thing on Nature's rare tier that could swap place with Sacred Ancient.
Survival the Fittest exist to bring back OG effect such as Stone Skin, and Giant Strength which is too weak to be their own spell. And, yes, iron gives +1 armor is more or less shout out on Iron Skin spell.
I just feel like defense is outright the best stat in the game short of % to hit/defend, so it's odd that defense is on the lower tier mineral. I'll take iron skin over the new colossal strength any day of the week.
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(October 3rd, 2024, 07:48)zitro1987 Wrote: Yeah, the + figure buff is immense and does not follow the pattern of -1 attack seen by swordsmen (which get +33% figure not +50% as shaman). Bowmen anf shaman would become the default unit in early game - bowmen being a cheap and more accessible longbowmen in an economy race and shaman - can you imagine a few enchanted with heroism?. The race is essentially overhauled and unbalanced by this.
Academy could alternately grant elite exp status rather than +2 figure
Am I do anything else wrong with balance?
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(October 4th, 2024, 03:54)Suppanut Wrote: (October 3rd, 2024, 07:48)zitro1987 Wrote: Yeah, the + figure buff is immense and does not follow the pattern of -1 attack seen by swordsmen (which get +33% figure not +50% as shaman). Bowmen anf shaman would become the default unit in early game - bowmen being a cheap and more accessible longbowmen in an economy race and shaman - can you imagine a few enchanted with heroism?. The race is essentially overhauled and unbalanced by this.
Academy could alternately grant elite exp status rather than +2 figure
Am I do anything else wrong with balance?
I would want to see the Gnolls getting a pact exemption on the witchdoctor or some other of their units. They are as far as I know the only race who don't have a unit like that which can be a bit annoying.
October 4th, 2024, 06:56
(This post was last modified: October 4th, 2024, 07:00 by Suppanut.)
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(October 4th, 2024, 06:39)Zypher Wrote: (October 4th, 2024, 03:54)Suppanut Wrote: (October 3rd, 2024, 07:48)zitro1987 Wrote: Yeah, the + figure buff is immense and does not follow the pattern of -1 attack seen by swordsmen (which get +33% figure not +50% as shaman). Bowmen anf shaman would become the default unit in early game - bowmen being a cheap and more accessible longbowmen in an economy race and shaman - can you imagine a few enchanted with heroism?. The race is essentially overhauled and unbalanced by this.
Academy could alternately grant elite exp status rather than +2 figure
Am I do anything else wrong with balance?
I would want to see the Gnolls getting a pact exemption on the witchdoctor or some other of their units. They are as far as I know the only race who don't have a unit like that which can be a bit annoying.
Dwarf also not get any pact exemption too, its combat engineers does not work the same way as other engineers as it has more prominent combat role.
If you want some gnoll units with pact exemption, maybe they should have shaman and move witchdoctor up one tier and have it requires Witches' Convent instead?
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(October 4th, 2024, 06:56)Suppanut Wrote: (October 4th, 2024, 06:39)Zypher Wrote: (October 4th, 2024, 03:54)Suppanut Wrote: (October 3rd, 2024, 07:48)zitro1987 Wrote: Yeah, the + figure buff is immense and does not follow the pattern of -1 attack seen by swordsmen (which get +33% figure not +50% as shaman). Bowmen anf shaman would become the default unit in early game - bowmen being a cheap and more accessible longbowmen in an economy race and shaman - can you imagine a few enchanted with heroism?. The race is essentially overhauled and unbalanced by this.
Academy could alternately grant elite exp status rather than +2 figure
Am I do anything else wrong with balance?
I would want to see the Gnolls getting a pact exemption on the witchdoctor or some other of their units. They are as far as I know the only race who don't have a unit like that which can be a bit annoying.
Dwarf also not get any pact exemption too, its combat engineers does not work the same way as other engineers as it has more prominent combat role.
If you want some gnoll units with pact exemption, maybe they should have shaman and move witchdoctor up one tier and have it requires Witches' Convent instead?
The combat engineer have the pact exemption ability though if you look at the unit when you're building it. So I think it's only gnolls that lacks it.
I don't think the Gnolls need a shaman as well, but maybe they could get a scouttype of unit with pact exemption, something like the halfling scouts that are more or less pure for exploring. The Witchdoctor don't need to move up when it comes to stats atleast, they are fine just as they are. If they were better it would make the gnolls a bit to good in the areas where they are supposed to be bad at.
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When you get offered settlers as mercenaries, they are always Barbarian cities no matter how they behave before you settle them.
Like I got offered first 2 and then 3 settlers in a game just recently and the first two had waterwalking before I settled them and they ended up Barbarians. The other three was flying (which implies they should be hawks) but when I settled them they turned into Barbarians as well.
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(October 7th, 2024, 06:16)Zypher Wrote: When you get offered settlers as mercenaries, they are always Barbarian cities no matter how they behave before you settle them.
Like I got offered first 2 and then 3 settlers in a game just recently and the first two had waterwalking before I settled them and they ended up Barbarians. The other three was flying (which implies they should be hawks) but when I settled them they turned into Barbarians as well.
I will try to write script to fix that.
October 8th, 2024, 12:26
(This post was last modified: October 9th, 2024, 04:25 by Suppanut.)
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I have already written script to fix problem of mercenary settlers always barbarian but I need some save file to test. If anyone have save file with settlers mercenaries already recruited, please send it to me as script here edit those mercenary after recruited.
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Hello! I have a general question about the Warlord mod, but it also falls into modding in general a bit. I wanted to spruce up the descriptions of some of the races and their units. Where would I have to go to change some of the unit, race, and spell text/descriptions?
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