I am trying to think of a better way to progress spell damage. It is too complicated to get the AI to choose from things like Fire Evoker, Water Evoker, etc. It never knows which spells it has and will have, so it makes bad calls. It would be nice to simply increase the damage of spells with incremental numbers like we do with physical attacks, but we currently don't have the modability for that. Anyone got some good ways to progress spells from a trait?
Huh? Nobody suggested a complicated system like this, but you are right that such a system would hurt the AI.
Is there a way to perhaps increase shard power via traits? Like, take this trait and gain +1 shard power in all shards. You'd have to make a kingdom and empire version of it, but that was going to be how I redesigned some of the magical professions, assuming this functionality is possible.
Yep the randomness of the shards and the shard scaling make the spell balancing more difficult, because the player does not know which shards he will get on the map and he must create his Sovereign before the game starts.
Changing the Path of the Mage to + 1 shard power in all shards is possible and in my opinion exactly what the trait should do, but i guess that the effect of multiple mages would stack and that would cause more balance problems.
Another option would be to reduce the impact of the shards. Most shards increase the base effect currently by 50 % and i would reduce it to 33 %, but the base effect should be increased first to make all spells useful without shards.
Heal (currently):
8 HP + 4 HP per life shard
Heal (changed):
10 HP + 3 HP per life shard