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Summoned units

This is something I'm interested in a lot of help with, as it's a lot of work rebalancing all summoned units to match the new normal and racial units. If anyone is interested, please step up.

How would you like to see summoned units change, and what do you perceive as their current flaws? I'm interested in removing the police ability for normal units, which would indirectly boost summoned units. I'm also interested in creating more variety in casting and upkeep costs, so some units become better suited for cannon fodder duty and others become better long-term investments.

In general, I would like summoned creatures to have relatively many figures. This way nodes (+ Darkness and Heavenly Light) have more of an impact, and most of the good booster spells are limited to normal units anyway. So in general they'll keep their figure count or even get more here and there.

Random brainstorming on Nature creatures.

Sprites
Quick (5 forester moves) melee unit with 8 figures and lose flying.

War Bears
Whole bunch of hit points, armour piercing, speed 3, 3 or 4 figures.

Basilisk
Much stronger stoning gaze, basilisks are supposed to be badass at stoning.

Cockatrices
Seem too weak to me, overall stat boosts or focus more on their stoning ability with faster speed? Maybe turn them into Stirges with 6 figures?

Giant Spiders
Too weak, overall boost.

Earth Elemental
These are ridiculously easy to kill in lairs. Give them Large Shield?

Gorgons
They're too similar to Cockatrices. If Cockatrices aren't turned into Stirges, what to do about them?

Stone Giant
Never liked them much, don't know what to do with them. Too similar to Colossus and Fire Giant, I feel these 3 should be a bit more varied.

Behemoth
Maybe higher shields or large shield, these are way too easy to take out with ranged troops.

Colossus
Change the name to something else and turn him into a spellcaster?

Great Wyrm
I like wyrms smile

I attempted to balance summoned monsters based on all new decisions we made, but I think will take several iterations of testing to get it right. Based on my experience with them in v1.31 and my guesstimate of new spells and units, I propose the table below for start. I also considered Catwalk’s suggestions. I am not sure if increasing figures will require new images/graphics. I added 2 new summoned units for balance reasons: raft for arcane to take care of lack of “swimming settlers problem”, so you can’t be stuck on an island. I recommend as starting spell. Also life summon for battle only: zealots.
I propose magic immunity = magic immunity for sky drake etc. That is, immune to all magic, even friendly magic; benefit from city healing power and node effects though. Please comment if something should change.


Code:
NameOfUnit    Summ    Upk    Fig    Mov    Mel    Ran    Arm    Res    HP    Extras                
Arcane                                                                                                
MagicSpirit    30m    1m    1    1n    5    0    4    8    10    MeldWithNode    NonCorporeal                                                    
Raft        25m    3m    1    1w    0    0    0    2    1    PoisonImmunity    StoningImmunity    DeathImmunity    Carry1                                            
                                                                                                
Chaos                                                                                                
ChaosSpawn    500m    12m    1    1f    1    0    8    12    20    CauseFearSpell    Poison5    DoomGaze8    DeathGaze2    StoningGaze2                                        
Chimera        350m    10m    4    2f    9    0    7    9    10    +1ToHit    FireBreath6                                                    
DoomBat        300m    8m    1    4f    11    0    7    9    25    +1ToHit    Immolation                                                    
Efreet        550m    15m    1    3f    10    10    9    11    15    SpellsX6    +2ToHit    Caster20    FireImmunity                                            
FireElemental    20m    battle    1    1    17    0    6    7    12    PoisonImmunity    FireImmunity    StoningImmunity                                                
FireGiant    150m    3m    1    3    12    12    6    8    15    RocksX2    +1ToHit    Mountaineer    WallCrusher    FireImmunity                                        
Gargoyles    200m    5m    6    2f    5    0    10    9    5    +1ToHit    PoisonImmunity    StoningImmunity                                                
GreatDrake    900m    30m    1    2f    30    0    12    14    30    +3ToHit    FireBreath25                                                    
HellHounds    40m    1m    4    2    4    0    2    6    5    +1ToHit    FireBreath4                                                    
Hydra        650m    14m    1    2    7    0    5    12    90    +1ToHit    Regenaration    FireBreath5    Heads9                                            
                                                                                NameOfUnit    Summ    Upk    Fig    Mov    Mel    Ran    Arm    Res    HP    Extras                
Death                                                                                                
DeathKnights    600m    10m    4    3f    10    0    8    11    8    +3ToHit    PoisonImmunity    WeaponImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    ArmorPiercing    FirstStrike    LifeSteal    Flight                    
Demon        0m    battle    1    2f    16    0    7    10    15    +1ToHit    PoisonImmunity    WeaponImmunity    MissilesImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    Flight                            
DemonLord    1000m    20m    1    3f    20    14    12    15    20    SpellsX8    +3ToHit    SummonDemons3    PoisonImmunity    WeaponsImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    Flight    LifeSteal    CauseFearspell                
Ghouls        80m    2m    6    2    4    0    3    7    3    +1ToHit    CreateUndead    PoisonImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    Poison2                                
NightStalker    250m    3m    1    2    10    0    3    9    10    +1ToHit    Invisibility    PoisonImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    DeathGaze-2                                
ShadowDemons    325m    7m    4    1f    6    5    4    8    5    SpellsX8    +2ToHit    PlaneShift    Regeneration    PoisonImmunity    WeaponImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    Flight                    
Skeletons    25m    1m    8    1    4    0    5    5    1    +1ToHit    PoisonImmunity    MissilesImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity                                    
Werewolves    100m    5m    6    3    7    0    1    7    6    +1ToHit    Regeneration    PoisonImmunity    WeaponImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity                                
Wraiths        500m    8m    4    2f    7    0    6    8    8    +2ToHit    NonCorporeal    PoisonImmunity    WeaponImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    LifeSteal    Flight                        
Zombies        15m    battle    6    1    6    0    3    3    4    +1ToHit    PoisonImmunity    IllusionsImmunity    ColdImmunity    DeathImmunity    ImmunTSorcerySpells                                    
                                                                                                
Life                                                                                                
Angel        550m    15m    1    3f    17    0    10    11    15    +2ToHit    IllusionsImmunity    HolyBonus    DispelEvil                                            
ArchAngel    950m    20m    1    4f    20    13    12    15    20    +3ToHit    Caster40    IllusionsImmunity    HolyBonus                                            
GuardianSpirit    80m    1m    1    1n    12    0    5    11    10    MeldWithNode    NonCorporeal    ResistanceToAll                                                
Unicorns    250m    5m    4    2    7    0    3    10    7    +2ToHit    Teleporting    PoisonImmunity    +2ResistanceToAll                                            
Zealots        45m    battle    6    2    6    6    1    7    1    SpellsX6    ColdImmunity    DeathImmunity    StoningImmunity    Invisibility    HealingSpell                                    
                                                                                                
Nature                                                                                                
Basilisk    325m    7m    1    2    15    0    7    8    30    +1ToHit    StoningGaze-3                                                    
Behemoth    700m    15m    1    3    25    0    12    11    45    +2ToHit    ArmorPiercing                                                    
Cockatrices    275m    8m    6    3f    6    0    4    7    4    +1ToHit    StoningTouch-3                                                    
Titan(Colossus)    800m    17m    1    2    20    25    11    16    30    SpellsX2    +3ToHit    WallCrusher    PoisonImmunity    StoningImmunity    FirstStrike                                    
EarthElemental    60m    battle    1    1    25    0    7    10    45    +1ToHit    WallCrusher    PoisonImmunity    StoningImmunity    LargeShield                                        
GiantSpiders    200m    4m    4    2    6    0    4    7    10    +1ToHit    Poison5    Shoots1Web                                                
Gorgons        600m    15m    4    3f    9    0    7    10    10    +2ToHit    DeathGaze-3                                                    
GreatWyrm    1000m    20m    1    3    25    0    12    13    45    +3ToHit    Merging(10distance)    Poison15                                                
Sprites        100m    3m    6    2f    4    4    2    8    1    SpellsX4    +1ToHit    Forester                                                
StoneGiant    450m    9m    1    2    15    15    8    9    20    RocksX2    +2ToHit    Mountaineer    WallCrusher    PoisonImmunity    StoningImmunity    LongRange    MissilesImmunity    WeaponImmunity                        
WarBears    70m    2m    3    3    7    0    3    6    12    Forester    FirstStrike                                                    
                                                                                                
Sorcery                                                                                                
AirElemental    50m    battle    1    5f    15    0    10    10    13    +1ToHit    Invisibility    PoisonImmunity    StoningImmunity    WeaponImmunity                                        
Djinn        650m    17m    1    3f    17    9    9    12    20    +3ToHit    Teleporting    WindWalking    Caster20                                            
FloatingIsland    50m    5m    1    4w    0    0    0    10    30    PoisonImmunity    StoningImmunity    DeathImmunity    Carry8                                            
Nagas        100m    2m    4    2w    5    0    4    8    6    +1ToHit    FirstStrike    Poison4                                                
PhantomBeast    35m    battle    1    3w    20    0    0    10    20    +1ToHit    NonCorporeal    PoisonImmunity    StoningImmunity    DeathImmunity    Illusion                                    
PhantomWarriors    10m    battle    6    1w    3    0    0    6    1    NonCorporeal    PoisonImmunity    StoningImmunity    DeathImmunity    Illusion                                        
SkyDrake    1000m    30m    1    3f    20    0    11    20    25    +3ToHit    IllusionsImmunity    MagicImmunity    Lightning20                                            
StormGiant    500m    10m    1    2    14    10    8    10    20    SpellsX4    +2ToHit    WallCrusher    ArmorPiercing

Nice! It's going to take me a while to look at all this, so a more informative reply for later. I did a quick scan, and I noticed a few powers didn't seem to define penalties/bonuses. For example Life Steal for Death Knights and Wraiths, and Holy Bonus for Angels and Archangels.

For raft there had been talk about changing Summon Hero to summon heroes based on your fame, including champions when your fame gets high enough. That means we're dropping Summon Champion so Summon Raft could take its place. However, is that change to Summon Hero feasible for Christmas? I guess that question is more directed towards kyrub.

Also, in long term Chaos planning I had bumped Chimera up to a rare spell. However, that won't happen on the Xmas patch so I was wondering if Chimeras wer designed as an uncommon or a rare.

Changing number of figures won't lead to problems, you just can't go above 8.

I like the Raft concept, although I'm not sure what graphics we'd use for it. How about just making Floating Island an Arcane spell? Frees up a Sorcery slot for more interesting stuff. I don't think it should be a starting spell, though. I wonder if we need to follow the current rarity distribution for arcane spells.

Well, I agree with changing floating island to arcane spell and that eliminates need for raft. Floating island would only need minor change and it shall stay researchable with the condition that you guys accept my originally proposed research rules posted elsewhere, without the compromise I proposed. We don’t want an 11 book wizard wait for research slot opening up for floating island.

Vagabond,
Life steal, holy bonus is still there unchanged, scroll to the right. Is this too strong?
Chimeras were designed as is now. However, I also proposed earlier that all spells probability for research will remain the same depending on wizard’s number of books, so rare, uncommon, etc. would lose relevance other than research cost and possibly initial selection, but I prefer without latter.

The stuck-on-island issue won't be present in Insecticide to the best of my knowledge, so I don't think there's any need to let the AI get it right away.

Would this change make Water Walking useless, though?

The stuck on island problem is not only an AI problem. For example it happened to me in v1.31 that my starting city was on the middle of a tiny island and there was no space for a second city. Without any means of leaving the island within the foreseeable future such games are nothing but a restart. Even if Kyrub’s new random map generator would deny such maps I strongly recommend having floating island as an arcane spell so edited maps can be made that would allow you to leave island. Water walking would not become fully obsolete, we just have to balance it that it is cheap and fast enough to make sense for use. Also, in the current version units on top of floating island can’t move during battle, but water walking units can.

So, I've been looking at the summoned units, and they're moving much slower than I expected. I would recommend moving most 1.31 movement 2 monsters up to speed 3-4, so they can match up with normal racial units. And I'd recommend using movement 1 very sparingly. It seems great for zombies or earth elementals, but terrible for skeletons or chaos spawn. I can't speak for anyone else, but in 1.31 I almost never use speed 1 units unless I have pathfinding or endurance. Since pathfinding in catnip won't give 1/2 movement/square I see 2 being the minimum unit movement in most cases.

Chaos
Chaos Spawn 2
Chimera 3f
Fire Elemental 2
Gargoyles 3f
Great Drake 3f
Hell Hounds 3

Death
Death Knights 4f
Demon 3f
Skeletons 2
Wraiths 3f

Life
Unicorns 3 (yes, I know they teleport so it's irrelevant, but it seems like horses should have better movement than bipeds)

Nature
Colossus 3
Sprites 3f

Sorcery
Phantom Warriors 2
Sky Drake 4f
Storm Giant 3

I didn't up every unit. Giant Spiders I left as 2 I was able to buy big spiders moving at normal person speed better than giants. They'd need to be built more like a melee front-line pounder instead of a cav unit. They might already be like that, I have trouble digesting the mass of numbers needed to make this table which is why I just focused on movement.

Also, I asked about resist penalties previously. I see the ability Life Drain listed for Death Knights, but no +/- #. I believe in 1.31 it's -4. So, for example, what I see for death knights is:
[INDENT]DeathKnights ... (stats) ... +3ToHit PoisonImmunity WeaponImmunity IllusionsImmunity ColdImmunity DeathImmunity ArmorPiercing FirstStrike LifeSteal Flight[/INDENT]

No # of LifeSteal. Conversely, for Chaos Spawn I do get #s...
[INDENT]ChaosSpawn ... (stats) ... CauseFearSpell Poison5 DoomGaze8 DeathGaze2 StoningGaze2[/INDENT]

I'm not sure if the number is a penalty to saves/damage, but if they are they seem roughly in line with their 1.31 version and look good.



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