Thank you for all the feedback!
The features for version 1.6 are described HERE.
You must start a new game if you want these changes to take effect.
This is an update to the earlier versions (0.5, 0.6). It includes the following content:
Sovereign (Fire/Earth/Air/Water) Mana Talents
[added in ver 0.6]
I added these 20 point talents to allow me to test out other elements of the mod and decided to leave them in for those who want to use them. They may or may not be "balanced." Each of these talents allows your sovereign to "act like" a shard of the appropriate element.
Leadership Talents / Training
[added in ver 0.7]
The idea here is that your leader (or a champion, if he buys the training from the items shop), can direct other units in combat to greater effect. During Sov creation, they are available as 4 talents: Bold, Brilliant, Daring and Inspiring Leader. They are based on Strength, Intelligence, Dexterity and Charisma respectively. In the items shop, they are available as items with "Tactics" instead of "Leader."
Special training for units
[added in ver 0.7]
These "items" you can add to units in the designer allow you to give them special abilities.
- Herbalist training: Gives the unit a healing ability that scales with its unit size
- Assassin training: Give the unit a short ranged damage/weaken ability based on Attack
These are the robes worn by those little people who stand around all day and stare at your shards. In game terms, I've provided 4 robes that represent the "profession" of Fire, Earth, Air, or Water "Priest/Monk/Cleric/Fanboy." They provide the unit (which can be your Sovereign) with a "Blessing of X" (tactical) ability that scales in power with the number of shards (of that element) you control.
The robes provide 2 Essence to the unit, and the blessings cost 1 mana per cast. They target a single friendly unit at any distance, and currently last 2 turns.
* Ver 0.6: Added these robes for females as well.
* Ver 0.6: Vestments now unlock in the items shop and for unit training when you learn "Shard Harvesting" for your race
** Ver 0.7: (Oops!) I added a cost to these items so you can actually buy them in the shops!
Fire Vestments granted spell: Target unit gains +5 Attack per Fire Shard
Earth Vestments granted spell: Target unit gains +5 Defense and + 3 attack per Earth Shard
Water Vestments granted spell: Target unit gains +5 Health Regen per Water Shard
Air Vestments granted spell: Target unit gains +15% Dodge chance per Air Shard
Magical Combat Staves.
I hate giving my wizard lord a bow or sword to make him effective in combat. I want him to feel cool right from the get-go. To this end, I added 5 magical staves, each that gives the wielder a (tactical) ranged, INT based attack that costs 2 mana and +3 Essence. The effects of each scale based on the number of shards of the appropriate element you control. Your sovereign can pick one when he's created, but you can only train units with them when you control at least one shard of the appropriate element type. (The Death staff is currently an exception to this)
* Ver 0.6: These staves now unlock in the items shop and for unit training when you learn "Shard Harvesting" for your race
** Ver 0.7: The attacks now cast 2 mana. I struggled with whether they were overpowered, but finally realized that putting magic damage the way I think it should be into the existing system probably wasn't the best idea. Regardless, I doubt they'll stay unbalanced past SD's first update.
Fire Staff: 50% INT damage, +25% per Fire Shard
Earth Staff: 30% INT damage +25% per Earth Shard, -5 Defense
Water Staff: 30% INT damage +25% per Water Shard, CombatSpeed set to 1 for 1 turn
Air Staff: 30% INT damage +25% per Air Shard, 60% chance to lose next turn
Death Staff: 30% INT Life Steal +25% per any Shard
Unholy Mana / Temples
[unfinished in ver 0.7]
Go ahead and ignore any references you see to these. They're part of my current project where I'm going to introduce Holy/Unholy mana that isn't granted by shards, but is instead built as an alternative option on Arcane Temples. I'll have more on this one later.
Please let me know about any gross errors you find in the mod!
Also, if anyone wants to submit better flavor text, I'll be happy to shuffle it all in.