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Caster of Magic 6.05 updates

There were a few updates in CoM II that make sense to include in CoM I.

1. Fire Elemental cost
As Chaos is generally better early in CoM I (Fire Storm is still an uncommon), I think it's best to buff it slightly less than in CoM II, so I have set the cost to 16, not 14.
2. Swapping Efreet and Doom Bat resistance.
Efreet is definitely the better creature because it attacks at range. Move 6 does allow the Doom Bat to hit enemies on turn one, but it's ultimately still a melee creature and takes damage while fighting units, and Efreet does not. Efreet is also more versatile due to the casting ability. This logic applies just the same in CoM I so I'm including this change.
3. Perfectionist AI unit priority reduction cannot reduce unit priority below default.
This basically means even Perfectionist AI's won't leave their cities poorly garrisoned in the early game, and the reduced chance to build units only applies to cities later on when they'd already have more than the default chance to build a unit. While this does remove the obvious weakness against attacks for Perfectionist wizards at the beginning of the game unfortunately, having cities with many high cost economy buildings guarded by only 3-4 swordsmen is not acceptable. As unit production is still lower beyond the default, and the default is only enough to fill garrisons up to 7-8 units and not to produce extras, the perfectionist AI will still have much less 'extra' armies to attack players or lairs then other wizards, and they'll be much slower to upgrade their garrisons to higher quality units.
4. We changed the starting power and starting skill formulas to be less rewarding on picking low amounts of books in many realms. I'm not sure if we want this included. In CoM I we don't have Monuments for extra casting skill in battle, but such 'low books in everything' strategies being way more powerful in the early game is definitely a thing.
5. Darkness cost
This was reduced to 20 and there isn't really any big difference that would warrant having it set to a different amount than CoM II. I do wonder if there was a reason I have chosen 25 initially though, maybe to force picking a higher amount of books to be able to cast the spell at the beginning of the game on skeletons or ghouls? That's a somewhat obsolete strategy now that 8 books allow early werewolves though, so letting lower Death book players access it makes sense.

+1
It might be a good idea to reduce the amount of "strong lairs" by 1, 2 or 3 per plane and add the same amount of "easy lairs". It's not newbie friendly to have that many hard lairs and ever since we overhauled the treasure generation system to generate a constant amount of "high quality" stuff, I don't think the "hard lairs" actually get filled with treasure really worth the effort often enough.
As a downside, sprites and other early treasure strategies might get a little bit stronger and more reliable, although now that gold and mana rewards are only half the budget, this is probably not a problem and might even be necessary to put those a few percentage closer to their former glory.
Tower budgets were also raised a lot as well as their amounts on the map so they effectively function as an extra 3-6 "hard lairs" compared to the more ancient versions of the mod. (although they can't contain extra pick treasure which is why most people want to clear out the high end places.)

Edit : finished looking over the monster budgets, might as well copy my post on Steam, here :
Quote:I've added a section about monster and treasure generation to the documentation (coming in the next update probably in a few weeks) which allowed me to review the various point budgets the game uses for them, and realized there is a fairly large oversight and people complaining the monsters are too hard are right.
The early versions of the mod went in the direction of "more treasure is more fun" and increased monster budgets quite drastically to allow more of those late game locations containing cool treasure and challenging monsters. However that was almost 5 years ago and since then the treasure generation mechanisms have been altered and refined a lot - the treasure output is more stable and doesn't rely on having lots of difficult locations to randomly roll high quality treasure, as well as the quantity of high quality treasure being toned down to somewhere between the original game and the earlier mod versions- more treasure is more fun but not beyond the point where hunting treasure makes all other strategies unnecessary.
This means the higher monster budgets became unnecessary leftovers from an old system the mod got rid of already, and can be safely reduced without losing any treasure. I wish I realized that earlier, but I was too used to seeing the difficult encounter zones and the changes were gradual in treasure generation so there was no obvious time to notice they are no longer in sync.
So I've reduced the amount of "hard" and increased the amount of "easy" locations and tweaked the ranges of budgets for each for the next update which should also result in overall much more places with medium difficulty monsters. I still need to fix some more bugs and play a test game then Slitherine needs to process the patch as well so it's probably coming in another 2-4 weeks the earliest.
That said this might result in the AI clearing out these zones earlier due to the weaker monsters, but as it's also much easier for players to do so, overall I think it should be an improvement.
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One more thing : Tower budgets.

As the AI already learned not to open towers before it's "time to do so", and the towers cannot contain books, retorts or very rare spells, it might be worth considering to change their budgets. There are several paths we can take with that :

A. Keep as is
This makes opening towers hard for the human player, and much harder to the AI but gives a reasonable explanation to why AI players aren't opening the towers before a certain turn count - they wouldn't be able to do so anyway, so the inelegant turn count based mechanic stays hidden.

B. Tower budgets with lower minimal value, but maximal stays as is
This results in highly variable strength towers, having pretty much a random amount of easier and harder towers. This gives the player the opportunity to open up the easy towers earlier and keep them all blocked, while the AI still isn't powerful enough to break the stronger ones. A high risk strategy, but if it works out it can weaken the "final boss" opponent by possibly colonizing some of their world.
The AI being forbidden from opening towers still isn't completely obvious as long as the "weak" towers aren't in AI territory.

C. Tower budgets only slightly lowered
Pretty much a mix of A and B, this keeps most towers strong but a few weak ones where the budget roll land on the minimal value can be easier.

D. Tower budgets lowered across the board
This puts towers back to their original role EXCEPT the AI still won't break them first. It's entirely up to player choice to open them early or not, but the ability to do so becomes trivial to obtain. The AI avoiding the towers will be very obvious to players. It also might not be newbie friendly as it makes it simple to unleash the "final boss" enemy ahead of time by accident, which is also a potential issue for options B and C to a lesser extent.

Not sure which is the best, probably not D though.
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This is the current list of treasure and monster changes for 6.05 :
Quote:-Changed treasure generation order : Uncommon and Common spells are now generated after medium and high value items instead of before. This makes sure the higher value items will see the full available budget of locations so placing a spell first will not block a location from having a high quality item by spending some budget on a cheap spell.
-Myrror no longer gets a 25% treasure budget bonus. The larger monster budgets increase the treasure budgets on Myrror indirectly, and thus the probability of the higher treasure ending up placed there as well, so Myrran treasure is noticeably better even without the bonus - and the budget overhaul in this update increased that monster budget gap further. (This additional bonus is another obsolete feature from the old system when it actually increased Myrran treasure quality without affecting Arcanus. This is no longer the case and the bonus literally “drains away” treasure from Arcanus to be placed on Myrror instead, while the total treasure of the world is constant. While I do like the idea of having better treasure on Myrror, I also like having stronger monsters there, and stronger monsters inherently yield better treasure so an additional bonus causes unwanted redundancy and infalted treasure budgets. Better Myrran treasure also servers no real purpose because AI players spawned on Myrror can and will obtain it just as easily as the human player so it's not a real advantage for picking the Myrran retort, but it IS a real disadvantage when not picking it as the treasure then ends up strengthening the “final boss” opponent. In fact, losing this bonus should help players by toning down the Myrran final opponent's capacity to snowball early. Overall, we'll only see how all of the monster and treasure changes in this version affect game balance over the next years to come, but I believe it should be a large improvement.)
-Changed the number of easy lairs generated from 17+(2*land size) to 20+(4*land size)
-Changed the number of hard lairs generated from 6+(5*land size) to 3+(3*land size)
-Changed monster budget of easy lairs on Arcanus from 130-700 to 130-1300.
-Changed monster budget of easy lairs on Myrror from 130-1000 to 130-1600.
-Changed hard arcanus lair monster budget from 300-3250 to 900-3250.
-Changed hard myrror lair monster budget from 300-3750 to 900-4350.
-Colossus monster budget cost changes from 1100 to 1200.
-Demon Lord monster budget cost changes from 1500 to 1200.
-Great Lizard monster budget cost changes from 333 to 290. (This enables Great Lizard to appear in lairs with budgets between 1000 and 1500)
-Unicorns monster budget cost changes from 200 to 240.
-Angel monster budget cost changes from 375 to 450.
-Great Wyrm monster budget cost changes from 900 to 1000.
-Nagas monster budget cost changes from 170 to 140.
-Ghouls, Sprites monster budget cost changes from 80 to 90.
-Skeletons monster budget cost changes from 20 to 30.
-Phantom Warriors monster budget cost changes from 40 to 30.
-Gargoyles monster budget cost changes from 140 to 160.
-Changed Tower of Wizards budgets from 2300-4700 to 1800-4700.
-Towers of Wizardry are required to have at least one monster that has over 300 budget.

This is how the newly added treasure section will look like in the documentation :

Quote:Encounter Zones

Encounter zones include towers, nodes, and various types of monster lairs. Extensive changes here, so everything will be explained in full detail instead of simply comparing to the original.

Amount of Encounter Zones per game
Towers : 9 towers.
Nodes : 17 on Arcanus, 13 on Myrror
Hard lairs : 3+3*LandSize
Easy lairs : 20+4*LandSize

Node strength
Arcanus : 5-12 tiles at random.
Myrror : 5 nodes have 8 tiles, the other 8 nodes have 8-20 tiles at random.

Monster budgets
Towers : 1800-4700
Arcanus Nodes : (tiles-3)*50*(3+random(3))
Myrror Nodes : (tiles-5)*50*(3+random(3))
Hard lair Arcanus : 900-3250
Hard lair Myrror : 900-4350
Easy lair Arcanus : 130-1300
Easy lair Myrror : 130-1600
If difficulty is easy, all budgets are halved.

Treasure budget
Equal to the budget of monsters actually generated, but no less than 100.

Treasure
Unlike the original game, Caster of Magic generates all encounter zones first, then generates all treasure. Each map has a predetermined amount of each type of treasure, distributed randomly between all locations that have enough budget for that type of treasure, then any leftover budget is converted to gold, mana, or low quality items.

Each map contains the following treasure :
-If the player starts on Arcanus, Arcanus has total picks between 1 and (2+total number of players).
-If the player starts on Arcanus, Myrror has total picks between 1 and 3.
-If the player starts on Myrror, Arcanus has total picks between 3 and 5.
-If the player starts on Myrror, Myrror has total picks between 1 and (1+total number of players).
(Picks are distributed randomly between the three options : 1 very rare spell, 1 book or retort, or 2 books or retorts of a doublepick retort.)
-Between 3 and 6 rare spells
-Between 8 and 12 uncommon spells
-Between 8 and 16 common spells
-10% chance for three, 20% chance for two and 50% chance for one very high budget items (3000-4000), leaving a 20% chance for zero of them.
-Between 5 and 9 high budget items (2000-3000)
-Between 18 and 27 medium budget items (1000-2000)
-Between 4 and 10 prisoners
-All leftover budget is spent on low budget items (300-1000) or gold/mana

Each type of treasure uses the following amount of budget :
-Very Rare spell : 1200
-1 book/retort : 800
-2 books or retorts or a doublepick retort : 2500 required but only spends 1600
-Rare spell : 1600
Uncommon spell : 500
Common spell : 250
Items : 1 item MP cost for each point of budget
Gold, Mana : 1 gold or mana for each 2 budget
Prisoner : 400

Towers always contain an additional common spell that requires no budget, if they don't already contain a spell and cannot contain very rare spells, books or retorts.

Monster budget costs
This is a list of how much budget each monster is worth.
30 - Skeletons, Phantom Warriors
40 - Zombies
50 - Wild Boars, Guardian Spirit
55 - Fire Elemental
60 - Hell Hounds
75 - War Bears
90 - Ghouls, Sprites
125 - Phantom Beast
140 - Nagas,  Werewolves
150 - Giant Spiders
160 -  Gargoyles
200 - Night Stalker, Earth Elemental
210 - Fire Giant
240 - Water Elemental, Demon, Unicorns
250 - Cockatrices, Air Elemental
275 - Chimeras
290 - Great Lizard
300 - Chaos Spawn
301 - Shadow Demons
450 - Angel
550 - Hydra, Gorgons
600 - Doom Bat, Wraiths, Stone Giant, Storm Giant
700 - Efreet
900 - Death Knights, Djinn
1000 - Great Drake, Archangel, Behemoth, Sky Drake, Great Wyrm
1200 - Colossus, Demon Lord
If the total budget is 1500 or less then monsters that cost more than 300 cannot be added.
If the total budget is 1000 or less then Chimeras,  Great Lizards, Air or Water Elementals cannot be added.
Great Wyrms cannot appear without a secondary monster that can hit a flying unit.
Towers of Wizardry are required to have at least one monster that has over 300 budget.

I'm going to start playing a test game soon, but if you disagree with any of the changes, let me know.
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Everything looks good to me! I would have gone with option C which is what it looks like you decided on.
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