[0.86][BUG?]The Warlord Profession

The sovereign only get +10% XP from other champions if they are in the same battle. So that profession is now useless with the new way xp is handeled. I tried to mimic some "fellowship of the ring" with the warlord trait and some race trait that give bonuses from quests and trophies.

But quests give too few xp, trophies a too rare. And the new xp mechanic cries for a "one champ" strategy (with "paragon" spell you can easily create a killing machine)

 

 

14,756 views 24 replies
Reply #1 Top

Maybe the Warlord trait could exclude one heroe in your souvereigns army from XP split calculation (if the current mechanic is here to stay). Would be nice to have a body guard by my side without limiting my experience gains.

 

Similar profession could be useful for a souvereign that goes the path of a gouvernor, Homeboy trait could grant experience to heroes in the same city as adventurers guild does.

Reply #2 Top

Hum... Or the sovereign could give 1 xp to other champions with him in the same stack each turn (up to twice the level of the sovereign) ?

 

The profession should be gameplay changing, and no trait should mimic them, so each profession could be a different way of playing the game.

Reply #3 Top

Warlord could give +25% XP to whole army. That would make it more viable to use more than one hero in the main army. 

Reply #4 Top

Shouldn't ADVENTURER profession be the one that allows for more Champions?

I think Warlord should provide a bonus to all units in his stack .... (like +1 accuracy and +1 dodge)

While Adventurer should allow for +1 champion without the Experience split.

(So an adventurer can take a champion friend along at no cost of exp ... while 2 friends would half the exp as if there was 1 friend)

Reply #5 Top

Adventurer seems more logical.

I just hope warlord won't just give +1 to this and +1 to that, because it's not what I call "gameplay changing".

Even +25% to xp isn't really something gameplay changing.

Or Warlord would be : your champions get only half XP from combat, your units get +100% xp (or the reverse). That would let you play differently.

Reply #6 Top

Well, Bandit Lord you only start with 2 bandit units xD

normally the profession is a small bonus ... but I think in a perfect world each profession would suggest a different type of playstyle.

 

I like my idea for Adventurer (im not biased I swear :p) ... but I admit that Warlord could be anything. Something that helps fielding armies I suppose.

We could add extra quest exp for Adventurer, although there is already a civ trait for that I guess (could have it on both and it stack though, I suppose).

 

As for Bandit Lord ... I think he should have a spell called "recruit bandit" where he can spend low amounts of gold to buy 0 maintenance bandits ;)

Then he can use the cheaply bought bandit armies to help him with monsters and the like.

 

Maybe Warlord grants +100% to stack experience. Granted IF there was an extra champion it would work exactly the same, but otherwise you get extra exp on your mooks and other units.

 

Maybe Adventurer grants extra Champion slot and extra Quest exp ... while Warlord gives +100% stack exp and other stack bonuses.

Reply #7 Top

Bandit Lord : that's my point. Most of the professions are only minor bonuses. Warlord is the only one that seem interesting because it could lead to interesting way of playing (sending my champion doing the hard work while I stay at home with the governor path).

Profession is, in my opinion, the way to go to differentiate the factions. That's why the "summoner" trait is interesting, it changes how you play. It's not just a small bonus.

An easy way to get gameplay changes while keeping the actual code is just giving huge bonuses. +50% XP, +50% gold generated, units created have +5 HP/level, etc. Those kind of bonuses can change the way you play. Just like the "alchemist" trait in MoM : you were so much better at alchemy it changed a lot of things in the way you handled spells and research.

Reply #8 Top

Warlord: All heroes receive Path of the Warrior.

 

Bandit Lord: All heroes receive Path of the Assassin. 

 

You would still get to choose a second path at level 4.

Reply #9 Top

That's an interesting approach sean. Although I'm not sure if bandit lord and warlord want to be Champoin focused.

I think there should at least be additional unit bonuses.

 

For me, Warlord seems to mean commanding an army from the frontlines.

(bandit lord, on the other hand, can do the Assassin Path thing because honestly I don't see why they have that profession available .. and I think it should be more than just 2 starting units if thats how they want to play it)

But what about Champions that start with one of these paths? Is that a nerf to them? (indirect nerf, but still).

 

I like how the Sovereign's merchant profession doesn't just give +3 gold but also -25% unit maintenance.

If Warlord was to give an experience bonus, I think it'd be flavorful if that bonus was only while fighting faction troops ... then Adventurers could get experience bonuses while fighting quest related monsters.

 

By the way, has anyone figured out how to defeat an army of dragons? I think my 0.77 army would be able to do it ... but nothing in 0.8+ seems to do the trick (yet)

Reply #10 Top


I agree with vieux. In fact I made a post about this a while ago. The profession choices should be game changing. I would like to see some game changing faction traits as well. Currently summoner has taken the right approach. You get an =amazing= starting unit and future summons are stronger. This might not be game changing enough, as I don't really feel the need (or have the ability) to summon hordes of units at my command, but it is going in the right direction.

Reply #11 Top

Warlord: -50% labor costs for all units.

Reply #12 Top

Quoting Tasunke, reply 9
By the way, has anyone figured out how to defeat an army of dragons?
End of Tasunke's quote

I was able to do it twice in .77 (as part of the Dragon's Eye quest) with a stack of high level champions each time.  There's no way in .86 to level up enough to be able to do it.

Reply #13 Top


@Publius Lies. I killed those dragons with regular units and my sovereign. I only lost 1 troop too! That mass fear effect was annoying as fuck and bugged to high hell as it stacks multiple times though. (I should probably report this). Not being able to take my turn 3 times in a row was stupid OP.

Reply #14 Top

What units did you do? My armored knights are only able to kill 1 dragon before dying ...

 

Maybe I just need to buff my units more? (might be easier as a Kingdom (life) than as an Empire)

Reply #15 Top

Quoting CdrRogdan, reply 13
I killed those dragons with regular units and my sovereign.
End of CdrRogdan's quote

Were we fighting the same Dragons?  I was fighting the Dragon Lord and 6 dragons as the finale of the Dragon's Eye quest in 0.77.  I've been getting warnings from the AIs in 0.86 that there's a Dragon Lord wandering about, but I haven't seen him yet nor have I tried the Dragon's Eye quest in 0.86.

Reply #16 Top

The Dragon Lord AI (at least on 0.85) is kind of bugged. He just sits in place :(

 

(on the strategic map ... in tactical map he does fine :))

Reply #17 Top

My Troops have near fire immunity, so it won't be a problem. 

Reply #18 Top

It was part of the epic quest where you complete the game, so yeah I'm pretty sure it was the same fight with the dragon lord and his dragon allies. The units I designed were horseman with plate armor, plate greaves, masterwork chain for the other stuff (no point in losing the initiative), masterwork sheild (not tower) and the lightning mace (+1 dmg lightning per level). I think I gave them fire and frost rings too. I had +6 con and dex from spells, and +5 accuracy from buildings. I had 4 of them along with a couple units of yew longbowmen.

All stacks were 7 units each. Before I completed the combat I used this group and my sovereign to clear a few baddies and the two quests to obtain the eyes, so by the time they got into combat they were level 8 with roughly 200 or so hp. The dragon lord was capable of munching each unit by more than half with his frequent crits, but the regular dragons infliced minimal damage that continously became lower as more of that unit type died (since they multiply damage by units in the stack).

My sovereign was using Sovars(?) axe and casting focus. This fight probably would have been easier if I brought in my earth champion instead for giant's growth.

Reply #19 Top

Quoting seanw3, reply 17
My Troops have near fire immunity, so it won't be a problem. 
End of seanw3's quote

I'd like for you to post some videos of you fighting the Dragon Lord ;)

 

and not just when you finally beat him down, but also record your early and failed attempts :p

 

(referring to Sean's fire immunity)

Reply #20 Top

@CdrRogan

Yea my built units were at level 1 :(

Im sure the +8 spell resist from levels surely helped ;)

 

Maybe I'll try that next time (build a well-equipped army early with the intent of levelling them)

 

Usually, with the Dragons attacking so many times before I could due to fear, Id lose at least one unit each turn ... although I'd be able to kill at least one dragon before using the escape spell, and I had a lot of saved up metal,crystals, and horses ... it was still a pain.

Reply #21 Top

Quoting Tasunke, reply 20
@CdrRogan
Im sure the +8 spell resist from levels surely helped 
End of Tasunke's quote

It didn't. I don't believe I have ever resisted fear. The 200 or so hp helped a great deal though. Personally I don't think grouping champions together is worth it unless you have archery units in the back as the extra hp is less important. For melee troops losing out on half (or more) of the xp is rediculous.

Actually has anyone else noticed a stark decline in the usefulness of constitution on champions? I couldn't get a single champion to break the 100 point mark even donning champion mail. Err.. did we just highjack this thread?

Reply #22 Top

No you didn't jijack it, because a warlord profession could help with constitution : all units have +50% HP per level (or something like that)

Reply #23 Top

This is totally untested, mind you, but I have made working spells like this before so maybe it will o.o;

 

Idea: Warlord gains access to spell "Warlord's Training"

Warlord's Training

Mana: 30

Mana Per Turn: 2  (was going to go 3, but may be too much)

Target unit gains: +1 Strength, +1 Constitution and +5 HP per level.

Copy the following into a new text document. Name it WarlordSpell.xml save it in My Documents/My Games/FallenEnchantress/Mods/Data

See if it works and does enough if you'd like. I was also going to try army stat vs unit stat, but wasn't sure it would work properly. I think this one will work, lol. o.o;

Code: xml
  1. <?xml version="1.0" encoding="iso-8859-1"?>
  2. <!-- Created with Notepad o.ob -->
  3. <!-- WarlordSpell.xml -->
  4. <!-- -->
  5. <Spells>
  6.     <SpellDef InternalName="WarlordsTraining">
  7.         <DisplayName>Warlord's Training</DisplayName>
  8.         <Description>Through the watchful eye of the Warlord, target unit becomes much more battleworthy gaining +1             
  9. Strength, +1 Constitution and +5 Hit Points per level.</Description>
  10.         <Image>T_Reprisal_Painting.png</Image>
  11.         <IconFG>T_Reprisal_Icon.png</IconFG>
  12.         <IconBG>T_Reprisal_Icon_BG.png</IconBG>
  13.         <IconColor>10,10,117</IconColor>
  14.         <CanStack>0</CanStack>
  15.         <SpellType>Strategic</SpellType>
  16.         <SpellClass>Defensive</SpellClass>
  17.         <SpellSubClass>Buff</SpellSubClass>
  18.         <SpellTargetType>FriendlyUnit</SpellTargetType>
  19.        <Prereq>
  20.             <Type>AbilityBonusOption</Type>
  21.             <Attribute>Warlord</Attribute>
  22.         </Prereq>
  23.         <SpellResourceCost>
  24.             <Resource>Mana</Resource>
  25.             <Amount>30</Amount>
  26.         </SpellResourceCost>
  27.         <SpellResourceCost>
  28.             <Resource>Mana</Resource>
  29.             <PerTurn>1</PerTurn>
  30.             <Amount>2</Amount>
  31.         </SpellResourceCost>
  32.         <GameModifier>
  33.                 <ModType>Unit</ModType>
  34.                 <Attribute>AdjustUnitStat</Attribute>
  35.                 <StrVal>UnitStat_Strength</StrVal>
  36.                 <Value>1</Value>
  37.                 <PerLevel>1</PerLevel>
  38.             <Duration>-1</Duration>
  39.             </GameModifier>
  40.         <GameModifier>
  41.                 <ModType>Unit</ModType>
  42.                 <Attribute>AdjustUnitStat</Attribute>
  43.                 <StrVal>UnitStat_Constitution</StrVal>
  44.                 <Value>1</Value>
  45.                 <PerLevel>1</PerLevel>
  46.         <Duration>-1</Duration>
  47.             </GameModifier>
  48.         <GameModifier>
  49.                 <ModType>Unit</ModType>
  50.                 <Attribute>AdjustUnitStat</Attribute>
  51.                 <StrVal>UnitStat_HitPoints</StrVal>
  52.                 <Value>1</Value>
  53.                 <PerLevel>5</PerLevel>
  54.         <Duration>-1</Duration>
  55.             </GameModifier>
  56.         <AIData AIPersonality="AI_General">
  57.             <AIPriority>40</AIPriority>
  58.         </AIData>
  59.         <HitSoundFX>Spell_Wind_01.wav</HitSoundFX>
  60.         <SpellDefEffect>
  61.             <EffectName>S_Evade_Particle</EffectName>
  62.             <LocalPosition>0,0,0</LocalPosition>
  63.             <EffectScale>1</EffectScale>
  64.             <EffectDelay>0</EffectDelay>
  65.             <SnapToTerrain>1</SnapToTerrain>
  66.             <PlayOnAllTargets>1</PlayOnAllTargets>
  67.         </SpellDefEffect>
  68.     </SpellDef>
  69. </Spells>

Reply #24 Top

Quoting Tasunke, reply 4
Shouldn't ADVENTURER profession be the one that allows for more Champions?

I think Warlord should provide a bonus to all units in his stack .... (like +1 accuracy and +1 dodge)

While Adventurer should allow for +1 champion without the Experience split.

(So an adventurer can take a champion friend along at no cost of exp ... while 2 friends would half the exp as if there was 1 friend)
End of Tasunke's quote

I like this. Also could we limit the professions to one per Champion. Currently I can have more than one. Perhaps if the Champ wishes to change professions then the new one would replace the old one.