carn
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Post by carn on Oct 7, 2013 4:34:40 GMT -5
http://speedy.sh/Vc8mw/balance-mod.c3m speedy.sh/Vc8mw/balance-mod.c3mMade some changes to all classes, reasoning can be found here: www.desura.com/games/conquest-of-elysium-3/forum/thread/partly-done-balance-mod#898348I think i managed to make it more playable for AI, at least using the mod i seem to have a harder time beating the AI. Still to do: hero maybe; sound and effects; make sure all casters can survive their own spells (got most i think); Dai oni, Kuro oni spectral forms do not fit yet; Dwarf Queen no good ideas; clean up mod file, still tons of #addstartcom ... and other test lines in it
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carn
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Post by carn on Oct 7, 2013 14:55:47 GMT -5
Found some small mistakes (probability for dummy earth reader pale one, champion of mountins attacks), upped demon lords again slightly after recalculating their costs. Oni now also changed. speedy.sh/fCZBk/balance-mod-1.01.c3mhttp://speedy.sh/fCZBk/balance-mod-1.01.c3m edit: Note that all prior 1.104 versions have problem with AI spamming forests
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carn
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Post by carn on Oct 21, 2013 12:05:09 GMT -5
speedy.sh/BEWKx/balance-mod-1.1.c3mhttp://speedy.sh/BEWKx/balance-mod-1.1.c3m Changes compared to balance mod 1.01: -started inserting text describing changes compared to vanilla version, reasons for and "fluff explanation" -dummy captains, dummy spirit guides now gained upon at start/upon gaining the first respective unit and immortal instead of gained with a probability each turn and loner 50 -> game difference is that guaranteed commander now only till home citadel is conquered first time (in previous version reconquering gained again home citadel commander); only exception senator (due to mechanics for auto changing ancient forest to dryad/menad spawn places) -instead of all classes guardian for home citadel defense, each class gains a roughly equivalent number of class specific troops, e.g. priest king has immobile sun and moon warriors instead of guardian -barbarian: doubled immobile units hp -enchanter : guardian stronger -necromancer: dire wolf baying weak row attack; unfrozen mage buggy ranged attack changed in rangedweaponbonus -demonologist: imp familiar ranged fire attack; serpent fiend armor 1 - Baron: Baying of dogs/dire wolf changed (only targeting animal does not work), Halberdier, Zweihander, Tower Guard upped slightly, Baron front line fighter with second rear form, levy spawn chance to 7 - witch: fungus spawn chance to 7, slime mold frog chance to 50 from 100 no prebatsummon for slime mold (was far too good) -bakemono: Dai bakemono +1HP, dai bakemono archer prebat longbow attack as longbowman of baron, nushi spawns wild kappas instead of frogs -druid: bare chested swordsman +1hp to 6, boar warrior javelin attack removed and hp to vanilla value, hornblower order of attacks changed so his fist gets bonus, spawning of great and monster boars removed -bishop: temple guard hp+1 as halberdier edit bug fixed version 1.1: upps, warlock had dummy demonologist instead of dummy warlock apprentice speedy.sh/9Xzw7/balance-mod-1.101.C3Mhttp://speedy.sh/9Xzw7/balance-mod-1.101.C3M changes in 1.101: bugs and barbarian changes description added edit: Note that all prior 1.104 versions have problem with AI spamming forests
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carn
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Post by carn on Oct 21, 2013 12:09:42 GMT -5
Changes compared to vanilla version (list by far not complete):
general changes:
# Fluff: While the catapult is useful even in field battle, only a few have the insight to make ballistas, which more than compensate a lack of range with higher firepower. # Effect: Catapult has 4 siege shots with 1 - 40 dam strike anywhere and every 4 rounds 1-20 dam strike anywhere normal combat; Balista has 8 siege shots 1-15 dam only hitting front and once every 2 rounds 1-15 # Reason: Catapult costs 75 GP equivalent, with 4 shots in normal siege battle it kills on avarage less than 40 GP and in all other battles its useless. Ballista similar, in siege rounds it kills less than 40 gp and then acts as about 1-2 crossbows, while it costs 60 gp equivalent. And both are slow. Therefore upping, though Catapult is more generic, therefore Balista more upped.
# Fluff: Elysium does forgive only few commanders the luxury of only watching a battle, hence most captains are trained in using bows. # Effect: 1-5 bow attack for captain # Reason: captain just standing around
# Fluff: Hedge wizards are an example of learning too much at once, only mastering minor hedge magic and weak fire and ice attack # Effect: Hedge wizards gain 1-2 armor negating fire and ice range bonus attacks # Reason: they suck and some classes need the dam vs Creeping Doom
# Fluff: As long as the citadel stands, no empire can fall. # Effect: All classes except dwarves receive at least one immobile immortal dummy commander in home citadel; dummy commanders kill themself with prebattle weapon in case of combat; with special resource classes its an appropiate dummy commander. # Reason: AI too stupid to always keep one commander safe. # Fluff: Large empires attract large mercenary forces. # Effect: For all irregulars all classes have 2% + temple+lib bonus chance for larger group; with Baron and Senator the price discount is greater with the larger groups. # Reason: Money that could be spent on irregulars is constant with constant chances for small groups; large groups with lib and temple increased chance mean that large empires can spent more on irregulars than small maintaining the balance.
Baron:
# Fluff: The Baron is a model ruler; just, wise, determined and brave - only when he is injured he allows himself to watch the battle from a distance. # Effect: Baron is front, has fastheal and second form without attacks and mid. # Reason: He is no lousy senator hiding behind and it feels right.
# Fluff: With time the Levies train additional militia forces. # Effect: Levies have 7% chance to spawn militias which are identical to levies except for spawning. # Reason: Making class special more relevant; makes Baron more resistant vs medium sized raiding bands.
# Fluff: The Baron's love for hunting proved to be unusally useful, a breed of powerful, fast, frightening and yet loyal dogs arose ready to run with the horses; they can even be set loose with little effort upon their own, sniffing out friend and foe. # Effect: War dogs gain easy MR strike anywhere ranged bonus resist 1-6 morale fear attack; stupid Hunting dogs available with 1 hp more for low prize; dogs rather usefull for animal hunting groups. # Reason: dogs totally useless for their price, either in fast forces behind cavalry or in slow forces taking space better filled with bows; now they serve as fast cavalry "archers" and as cheap stupid alternative to snake hunting groups.
# Fluff: Halberdiers and Pikeneers have to undergo a rigid training to handle their unwieldy weapons; the effort is worthwhile as their extra discipline and muscle make them more durable; but Zweihanders still look down upon them as they wield an even more advanced weapon. # Effect: Halberdier 7 hp, Zweihander 8 hp, Pikeneer +1 dam # Reason: Halberdiers slightly weaker than Swordsman with shield, even more so Zweihanders, while pikes compare unfavorably to ranged units; All are more or less special units for some classes and should have slightly better usefullness.
# Fluff: Through the rigid training of the baron, a new age of warfare looms in the form of ackward large bows surprising enemies by killing them at 500 yards distance. # Effect: Longbowman gain 1-4 prebattle longbow attack. # Reason: Archers 10 g, Crossbows 11 effective g and Longbows 12.5 g means Longbows although special units seldom worth the money. Prebatshot makes them worth the money.
# Fluff: Although the new longbows proved to be powerful, the baron realized that even the slow crossbow might have its place, if just the crossbowman had something large to hide behind while reloading. # Effect: Towar Guard have large instead of normal shield. # Reason: At 50 g and 15 i slightly too expensive.
# Fluff: While studying the fortress his ancestors build and expanded throughout the centuries, the Baron realized that if he were to breach these walls, mere catapults would be nearly useless; sending out scouts near and far he finally found the secrets for a weapon for storming his own castle and any fortress in the world. # Effect: Trebutchet gains in total 9 times 3 1-15 siege attacks and is not slow. # Reason: Trebutchet cost 100 g equivalent for killing up to 9 creatures in siege or for destryoing about 90 g equivalent only in sige; as siege only it must be truly powerful, now, it might kill up to 270 g equivalent in siege, on average probably somethign like 140; packed up a trebutchet should be faster than catapults.
Barbarian:
# Fluff: Barbarians all love the thrill of combat driving them into uncontrollable rage and their horse archers skills are legendary; only the strongest, unbending and most fearless are allowed to lead the charge. # Effect: All standard barbarian units berserker; Barbarian Leader more hp and MR; Mounted Chief 1-5 Bow attack. # Reason: Mounted units slightly too weak, Mounted Chief just standing around.
# Fluff: Guided by the spirits of the ancestors the soothsayer can not only see the near future but also is aware about anything in his surroundings. # Effect: Soothsayser has spirit sight # Reason: Soothsayser too expensive otherwise
# Fluff: The fabled Amazons have sworn never to submt to a man and to steel their bodies to destroy forever for the godess of wars honor the myth about women being weak; with the godess blessing at their side few scholars are stupid enough to argue; and yet even the godess blessings cannnot undue the reality that for daughters upholding their glory they sometimes need men; to keep their oaths never to submit to men, they formed a strange alliance with the barbarians, men uncivilized and strong enough for neither asking for nor requiring submission; but only where the amazons cannot hear are the barbarians willing to brag about their conquests, because even the wisest judge and the most elusive diviner could seldom decide who assaulted and overpowered whom in these nightly encounters. # Effect: Garnet Amazons fireaura 3, hp+1 to 6, Onyx Amazons mor 5, hp+1 to 6 and normal move; Jade Amazons mr 6, mor 5, dam 1 - 7; Crystal Amazon rearpos rank 1, Heartshot Arrow 1-3 bow attack with 1-4 acid secondary dam # Reason: Amazons too weak compared to barbs and in light of reduced availability
# Fluff: Both Amazon priestess and sorceress of the amazon strive on their own path towards the goddess for the deeper they dive into magic the lesser the goddess blessing is # Effect: Sorceress gain a rangedweaponbonus attack, priestess gain the same attack as 1 prebatweapon and 2 rangedweaponbonus; Garnet fire resistance + fireaura 3 attack; Onyx armor +2, mor + 1; Jade str +2, mor +1, mr +2; Crystal +1 heartshot arrow # Reason: Sorceress and Priestess always avaible together and priestess vanilla too bad for price; sorceress need to be slightly better than human wizards
# Fluff: Though wild and uncivilized at the heart of every important barbarian settlement stands the spirit possesed totem revered and respected by all - barbarians and non-barbarians, the latter learning fast, that its not just a piece of wood but a spirit with the power to call barbarians or even ghost of the past to its defense; being superstitious the barbarians tend to place strange effigies at the tombs of their fallen warriors and foes - not superstitious about the dead, but superstitious about the bad omen it means to leave in a world with necromancers large graveyards unguarded # Effect: Totems and effigy doubled hp; all gain prebat- and rangedweaponbonus summoning attacks, effigy Effigy Ancestral Spirits, Maladies Ancestral Warrior, Thunder Ancestral Archers, Warrior Barbarian Warrior and Beast Barbarian Werebear # Reason: Totems effictive price about 75 to 100 g, must be truly powerful, effigy is limited by corpses and immobile, so should be quite price efficient
# Fluff: Throughout the long dark ages mighty barbarian leaders rose to power; sometimes the barbarians can convince their spirit to come back # Effect: Ancestral chiefs (bow attack), Heroes (hp 20, army trainer +3), Guides (summon ancestral warrior) and Shamans (Summon ancestral warriors, hp10, armor 2 , bluntres) upped # Reason: Higher summons of barb too weak for price compared to low level summon
# Fluff: The wisest of the spirit guides, the elder enaries, are said to be able to call down the ancestors wrath from heaven with such might that only the elder enearie is left to walk among the dead # Effect: Elder enarie hp 10, armor 2, bluntres # Reason: Should survive his own spell
Necromancer:
# Fluff: Carrions are kept together by disease and poison - a real useful brajethrough, while bodies can be hacked apart, disease and poison cannot be destroyed by swords; it flows in the blink of an eye back to where it came for me to send forth again bringing plague and posison to the world # Effect: Carrion gets bite and claw attack with disease and poison and poisonexlosion and disease aura 4; immortalap 0 # Reason: Carrion much more expensive than phoenix, 240 effective g vs 100 effective g, should be more useful
# Fluff: Unseen, deadly, freezing my enemies in place, creatures of the night at my command, gathering my court with my spell casting intact and always able to rise again the next night; being a vampire is tempting, especially ... # Effect: Vampire looses raise dead, necromancer summoning, spell casting and ability to lead troops, but gains melee rank, powerful sword attack, vampire spawn raising drain attack (vampire spawns are under command even without leader ability), paralyze attack, rangedbonus and prebat summoning and paralyze # Reason: Vampire effictively gained only immortal for 375 effective g; now vampire can sneak around without slowed by other troops and spawn by attacking small groups equally stealthy and fast vampire spawn force
# Fluff: if one would find a place with many victims to feed on; the last known vampire count ruled an empire only through the fear that nobody could ever knew, when and where he and his court would appear next to proclaim his displeasure in blood # Effect: Upgrade to vampire count requires capital or city; vampire count more hp, str, mr, dam, summon than vampire and invisible, spawns vampire count spawns # Justification: Vampire count had no place compared to lich, both back rank caster with lich double and unlimited raise dead for a comparative small additional price
# Fluff: Vampire spawns share some powers of true vampires, the perfect host to accompany him, as unseen as a vampire # Effect: Vampire spawns gain most specs of vampire except immortality; also have sword attack, prebatattacks and weak vampire spawn raising drain attack # Reason: Ghouls are good, stealthy flying regenerating ghouls are better # Fluff: Vampire count spawns are much more powerful than vampire spawns and as invisible as the count # Effect: Vampire count spawn more hp, str, mr, dam, summon, paralyze than vampire spawn and invisible, spawns vampire count spawns # Reason: Guess they are too good, but lich still better than vamp count i think
# Fluff: They say that in ancient times all creatures were larger; maybe its true, but its certainly true for the ancestors of rocs, the giant boulder dropping ziz # Effect: Ziz gains additional siege and ranged attack. # Reason: Original Ziz too weak, it must rock in siege and always be useful.
# Fluff: Primitive Shamans bear themselves with bones hoping to gain the power of the dead; they misunderstand, bones are bones, they do not hold power; unless of course they were for thousands of years near the beating heart of a dragon; unfortunately they did not gain the power of the heart, but the power of death they were infused with when it finally stoped beatin gis still worth searching for these rare bones. # Effect: Undead Dragon gains easy MR decay breath attack. # Reason: Original Undead Dragon too weak, it now has decent ranged firepower.
# Fluff: There are many things the living fear, the banshee's cry is not among them - for to fear one has to know and no one heard the banshes's scream and is among the living. # Effect: Banshee is rank 1. # Reason: Mid ranks do not reshuffle, so banshee is unlikely to be ever useful, front its much less situational but still not overpowered due to low hp.
# Fluff: How marvelous that instead of raising single dead one after another one can animate an enitre pile of corpses; inside it so many creatures of death and decay breed that its probably the most posionous place in the world. # Effect: Abomination gains poisonaura 10 and long posison breath 8. # Reason: Abomination needs more ways to deal damage.
# Fluff: Sometimes when a truly tortured soul is caught between life and death a clever magic pattern can make her relive the horrors of life again and again making the ghost return again and again to be tricked into serving Me. # Effect: Ghost gains immortal with ap 6 # Reason: 240 g for effective 24 hp and fear? Seriously? Immortal makes this creature interesting.
# Fluff: Leaving behind their weak and stupid codex these fallen knights are ready to be taught true power; of course I do not teach them all I know just enough that they can lead and add to my armies. # Effect: Death Knight loses raise dead instead longdead and soulless crerating rangedbonus attacks and can summon on average 7.5 longdead and 7.5 soulless for 10 hands # Reason: Has no way to ged rid of insane and is too expensive for that; with longdead and soulless raising attacks and efficient longdead and soulless summoning he should look nice among all those dead
# Fluff: Whereever they originated, their might paled beside no one; but unfortunately only shadows or reflections can be lured into My grasp; but even in this weak form they are mighty and reliable standardbearers # Effect: Wraith upped hp, str, armor, attack, is front rank and gains spellweaponbonus. # Reason: Wraith standing in back mostly useless for 240 g; now it is decent tank and its fear does good work.
# Fluff: First time is no longer to be an issue of Mine and next its space - half way to true godhood. # Effect: Demilich gains slow move instead of immobile. # Reason: For 750 g only teleport move is a bit too expensive.
# Fluff: Most creatures already tense when they hear wolfves howling at night; I like to think of what they will feel when they hear My best firends howling. # Effect: Dire Wolf gains easy MR strike row anywhere ranged bonus resist 1-6 morale fear attack; stupid Hunting dogs available with 1 hp more for low prize. # Reason: For 60 g a bit too weak.
# Fluff: Only few things are more driving emotions in death than a proud warrior falling in a unimportant scuffle; he desires, hungers, dreams and thirst fo another chance to fight and go to rest in a battle of importance; fortunately for them all My battles are important as they futher My goals. # Effect: Ghost Warrior and Spectral Horseman gain more hp, 10 and 20. # Reason: 1 spectral 13 hp or 2 ghost warrior 7 hp for 60 g is too weak.
# Fluff: Well preserved in their old armors and with old memories of ruling, these Mound King can at least serve as cheap and expendable commanders; some of them even carry valuable grave goods. # Effect: Mound King more hp, str, armor and mr. # Reason: 6 hp simply too weak a front leader.
# Fluff: I am the only one who can see them; all others feel their cold touch before they see them. # Effect: Shade gains prebat and assasin attack. # Reason: Too weak and feels right.
# Fluff: Always hungering for living flesh a few sword strikes cannot stop My wights from feeding. # Effect: Wight +5 hp to 25 and 1 more drain attack. # Reason: Compared to similar Umbrals of Pale One they are too weak.
# Fluff: Ah, My eyes to see, always calling in their brethern to poke out My enemies eyes. # Effect: Raven Familiar gains rangedweaponbonus murder of crows summoning. # Reason: 60 g for a scout?
# Fluff: This ancient battlefield ... strategically located ... so many skirmishes ... so many battles ... so many dead warriors willing to fight once more for My glory ... and yet ... beneath all those bones the true prize lies ... legion of bones ... no, bones of legions, maybe...YES, they are there! The bones of the Legions! The Legions that conquered and held and empire for centuries! Even in this last battle, in their final stand undefeated and only falling due to the corruption taking hold of the Capital ... if they even remeber a glimmer of their former strength ... but there is more ... what is the greater prize, the undefeated Legions of the Empire or the mysterious desert warrios and the barbarians from the cold north the only forces able to take the Legions head to head and last long enough for the Capital to fall - Ha, why choose? They will all be Mine and are all Mine! # Effect: Old Battlefield Raise Legion summons strengthened much; ghost warriors and spectral riders already strengthened; "Senator" Longdead hp increased to 6, 8, 10 and 12 and rangedbonus attack for javelin wielders; Dust units stun, sleep rangedbonus attack and slightly increased hp; Unfrozen freezing touch, cold aura, armor and increased hp. # Reason: Thats 600 g and requires a special location, it must be mind numbing powerful.
# Fluff: These goblins ... so filthy one cannot tell male from female ... and so stupid they themselves cannot either ... always new goblins are born many dying young and the few surviving given a club and quickly pushed in front - fine with Me, more bodies to raise! # Effect: Goblin Archers, Spearman and Chieftain gain 6%, 6%, 40% Goblin spawn and the former 2 rearpos rank 1. # Reason: They are unique units, so should be better than ordinary troops. 10 Goblin Spearman normally weaker than 5 Human Spearman.
(note that changes to units shared by other classes are obviously changed for all such classes; known exceptions: dogs summoned by druid are vanilla dogs for unknown reason)
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carn
Indept
Posts: 7
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Post by carn on Nov 11, 2013 13:35:59 GMT -5
speedy.sh/zVJaF/balance-mod1.104.c3mhttp://speedy.sh/zVJaF/balance-mod1.104.c3m Changes compared to balance mod 1.103: -barbarian totems upped with more summons, Effigy now summons longdead as summon ancestor could not be overwritten - spirit guide and enaries can restore burnt forest - hoburg soldier ranged attack slightly stronger - all special resource gathering units spawning immortal dummy now charmres (e.g. spirit guide, horologist) to avoid enslaved and charmed giving access to immortal dummy for other class - necromancer wolf pack and murder of ravens (vampire battle summons) weaker - text added to necro changes 1.104: -removed all revitalize forest, since AI could spam it anywhere although it has terrain requirements If someone tries that mod, some feedback would be nice
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Post by Thismodsocool on Dec 12, 2013 13:11:52 GMT -5
Your job is amazing man, keep it up, i realy enjoy your mode so far, realy well done, probably one of the best mods around coe3, tnx alot.
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Post by gp1628 on Dec 16, 2013 7:52:31 GMT -5
Amazing mod. I probably wont use it, and could argue some of the points, but no need.
However I am impressed with some of the things you have gotten it to do. I might even steal some bits of it.
Dont be discouraged at the lack of comments. It seems to be a property seen in many solo-play oriented games. Games that are more Multiplayer aimed tend to get a lot of posting traffic since everyone has to create a login on the forums and stay known in order to play. Soloers tend to ghost the forums unless they have a specific question that isnt already answered there. But this is an amazing mod.
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carn
Indept
Posts: 7
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Post by carn on Dec 18, 2013 13:09:52 GMT -5
@thismodissocool thx and could argue some of the points, but no need. In some way, there is need. Most changes were just done by staring at stats and then a decision about how to change them; that process might produce some mistakes and includes lots of guesswork decisions, which could go one way or another. for example: -longbowmen at 12.5 gold too expensive (thats obvious from damage curves posted somewhere in other forum), is solution +1 dam, hit anywhere, 1-4 or 1-3 prebatattack? i considered all and picked 1-4 prebat -hoburg militia obviously useless, but now wiht luck they have against some enemies more tank per gold than guards; could be too much, hp could be dropped to 1 or dam -1 for additional balance -necro summons were compared to hands*3 gold; is that accurate or should it be more like hands*2.5 gold, in which case i think i made them too good -demon lords cost about 1300-1500 sacrifice (~60% sucess rate, so 3 successes require 5*750, so 1250 per demon lord with some extra loses due to uncontrolled ones), so i upped them, but they are untested in actual game, hence no idea whether it was enough -same with dragon summon of troll, it costs in gold something like 500 to 700, so needs more punch, but i probably tripled its offensive power which might be too much -enchanter has numerous options regarding reqourve site using units (e.g. iron golem, enchanter): - give gold and iron via immortal immobile unit when dead (current solution) - give gold and iron while alive - both the above - boost stats (at 1500 hp and 6 armor no one could argue, thats a good idea to use up the gold mine) - great enchanter gets regeneration attack targeting front rows for irregular golem healing - great enchanter can summon uncontrollable monster with regeneration attack (effective a repair skill) - golems upon "death" turn into immobile or non-immobile broken golem which cannot attack but can heal and costs each turn gold and/or iron and thinking longer i might have even other ideas. And a lot of such things are hard to decide without feedback.
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Post by Exarion on Dec 19, 2013 16:38:16 GMT -5
You stole my soul mate, and not only mine, me and my buddy playing this mode in hot seat, for like whole last few weeks, each day for 6-8 hours, it bring TONS of flavor to game, adds alot of uniq "feeling" to classes, thank you so much!
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Post by gp1628 on Dec 20, 2013 9:56:54 GMT -5
No no. Continue down your path. I wouldnt discuss numbers. But I would love to meet a nice downtown outside cafe and have a lively discussion about the reasons for things being done. But thats OK. This is a mod. If you were trying to get the game changed THEN we would have a discussion.
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Post by GGSilence on Jan 18, 2014 15:41:21 GMT -5
Cant belive i didnt knew about this mode for so long, no idea how it was out of my vision for so long, as some one mentioned before in this thread, this mode change game in a realy good way, i have nothing to add, keep it up!
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carn
Indept
Posts: 7
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Post by carn on Feb 11, 2014 16:24:50 GMT -5
speedy.sh/Cw9Uj/balance-mod1.107.c3mhttp://speedy.sh/Cw9Uj/balance-mod1.107.c3m Changes compared to 1.104: -made some weapons mundane which were accidentally magic -tribal king rearpos -necrotod hp doubled (less often enslave so at least it should survive area spells better to use it) -reduced most ritual summons by 1 (i forgot that sumamount is open ended, so i calculated the wrong average) -uba better assasin now -removed some typos (druid started with coal mine ; dream horrors all enemies sleep didnt work) -elemtental king/queens class cost reduction removed; stationary citadel defenders now lesser elementals for warlock -Dwarf Queen reworked: immbobile citadel guards now queens guards; dvala and upgrade now summon queens guards in battle; arbalest have now punch through attack hitting anywhere; rune smith can now summon ~5 rim/furnace arbalests for 40 gem 35 iron; rim/furnace attacks now do small area damage and can burn/imprison in ice; queens councilor immobile level 2 caster with summon queens guard and 8 mastery abilities which exchanges iron/gems into gold or the other way and turns councilor into retired councilor with same stats but without this mastery ability - effictively a single councilor provides 100 trade points useable only once longer explantion for dwarf changes maybe tomorrow; and i am pretty uncertain, whether they are the right changes edit: had typo in rim arbalest sumcosttype, so uploaded new version
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Post by Rahast on Feb 25, 2014 7:42:10 GMT -5
Finaly, new version of this mod! I anticipated it so much, gotta tell my friends about it, btw i dont know about new dwarf changes, but if they make race uniq and add to its depth, im all for it, and as i saw on example of other races major changes done by you, you pretty much made them many times more exciting to play, coming from that, i can confirm you doing only realy great job so far, keep it up!
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Post by guest on Mar 27, 2014 3:45:52 GMT -5
Fantastic mod. Love your work! Keep it up!
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Rodor
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Soviet Cosmic Paganist
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Post by Rodor on Apr 18, 2014 15:13:57 GMT -5
Fantastic mod it is, I completely agree. But I still can't realize the meaning of immortal suicidal dummy commanders...
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