some quick feedback:
Yes. Essence as a stat is gone, as a concept it still the conduit for which mana flows from a channeler into a champion so they can cast spells. The way this is represented in game balance is that imbued champions (those with essence) have a mana maint cost you must pay for them every turn. Int is the new all purpose casting stat, it WILL scale some (but not all) spells, along with being a pre-req for non-Sovereign units to cast a spell and is the basis for your magic resist.
Interesting so sovereigns can always cast any spell regardless of INT? I appreciate you want to differentiate between sovereign and imbued championsbut if INT doesn't affect spells sovereigns can cast, why would someone ever put points into that for the sovereign? Spell resistance only doesn't cut it. Maybe INT should affect mana pool?
I suppose offsprings can also cast spells limited to INT ?
Incidentally how mana is generated beyond buildings is the part of the game that is most hazy to me so far. How is "base" Mana pool calculated? I hope the choices you make designing the sovereign at the start should heavily influence this.
EWOM is slowly moving towards MOM level of "fun", but one area where 1.1 seems to be moving backwards is how fun it is in MOM to customize your wizard which has huge effects on how you play. Right now i understand you don't even get to choose what spell books, but it's all in research, so starting choice seems to matter little.
Spell hit is the same as melee hit calculation wise as your hit scales with your level, not any one stat. However, we can still modify the hit % of particular spells by putting accuracy mods on the spells themselves.
Hmm Level vs Stat.. My preference is for level to predominate mostly , experienced champions who are not as talented (average stat) should be better than green inexperienced talented champions though Stat should have some influence. INT affecting spells you can cast is reasonable , and follows ADND norms, while combat accuracy should indeed be more level based with stat modifers.
Come to think of it, you seem to be following ADND norms closely which is nice, since most TBS games like MOM, AOW don't have both stat and level so there is no precedent.
Trained units do have an int and dex stat, it is currently the default for all units (of 10). So that can be used for their dodge and resist, if we find we want more granularity than that for trained units we will address it later, for now it is basically a bonus you will get of better dodging and resisting with your champions and Sov.
Nice.. thinking ahead...So we could make units that are more magic resistant etc..
This was probably my highest concern when I first started in this position from extensive playing of our previous versions and I can assure you its being addressed. If you want to know the nitty gritty of it, we have a hard cap on your roll (for damage and damage mitigation only) of 50% of the value. PLUS we square the stat value, then roll and take the square root, which will give you an average roll closer to the right end of the spectrum (I forget the exact number that will be the average, but it will be closer to 75%). We could do this because we pulled accuracy out of the damage roll, thus we still have the concept of missing or dodging or critical failure modeled, its just not part of damage mitigation. End result: damage when attacking with the same guys over and over should be more consistent but still varied.
Okay I couldn't follow this. But what it sounds like is while dodging/accuracy is linear, damage that is done will have a more normalized distribution..
My understanding is that the idea here is that attacks are far more likely to hit despite dodging.
But damage is likely to be consistent, so high level champions are unlikely to cause zero damage.
So high level champions are almost likely to hit low level units and the damage they do will be consistent which is good..
Low level units have a decent chance of hitting high level champions (depending on how good at dodging champions are), but even if they do hit, damage is unlikely to be high...