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Spell requests: Summon Hero & Alter Shard

Spell requests: Summon Hero & Alter Shard

I'd like to see two new spells which would lessen the impact of bad starting positions that plaque me and the AI at times. 

1. Summon hero: summons an hero to aid the sovereign. The caster still has to pay the recruitment fee otherwise the summoned hero vanishes.

Depending how the early phase goes and the hero distribution is, especially regarding their faction membership, you can either get a full stuck easily or just one or two. But as important as heroes are, being bereft of any possibility to enlist additional heroes when most of them already recruited or killed of by the opposite faction / wandering monsters is neither fun nor real balanced.   

Stardock should also add a limit of how many heroes can be in service with the sovereign at any given moment. (how about 4 Heroes max.? :-) )

2. Alter shard: the spell changes the shard to a chosen type

The random nature of the shard distribution makes planning very difficult. Especially as in some cases they allow snowballing, such as having a sovereign proficient in fire magic and access to 3 fire shards early. In other cases they don't offer much beyond the extra mana, when for example they are of a type the caster has no spells of.

 

What do you think? 

36,842 views 30 replies
Reply #26 Top

The next patch should rectify this at least somewhat.

 

 

Reply #27 Top

I like the variation you get with heroes (including my recent Procipinee game where I did not find a kingdom hero for over 100 turns, and only one empire one).  Totally different and that made it fun!

The Wraiths can already (in theory) alter any shard to death shards.  Part of their speciality.  Hate to see that go away.  Part of the uniqueness of Fallen Enchantress, yes?

 

Reply #28 Top

The techs that unlocks recruiting of heroes become useless if there's no hero to recruit. I know they also let you try quests, but that would cut their usefullness by two.

 

There need to be a way to get champions. Spell, diplomatic capital, whatever, but being cut from an important part of gameplay isn't something interesting in a "game". I don't want to be able to always get 4 or 5 heroes. But someone with no heroes should have a (costly) way to get one.

 

Alter shards would get out some of the interest in the Wraiths. Maybe et powerfull mages add effects to spell from shards. You have the fireball spell and no fire shard but you get one air shard : cast a "windy" fireball that can knock prone the enemy.

Reply #29 Top

I agree that the Cost of "Summon Hero" should be directly proportional to the number of heroes the civ currently has.

 

And I think it would be a good idea under the right circumstances (implemented in certain ways)

 

-> I also don't mind 'enchanting' a shard to give it the effect of a different type ... at the cost of no longer getting its mana.

Reply #30 Top

I think a summon hero spell would be much better than the current random heroes and it could cost 100 mana for a level 1 hero, 300 mana for a level 2 hero, 600 mana for a level 3 hero, ...

The shards are still too important in 0.85. Either the base effect of the spells should be increased and the shard bonus reduced or there should be a level 3 spell in every element to alter the shard for 100 mana.