Edwin99

Edwin99

Joined Member # 2555206
91 Posts 412 Replies 14,003 Reputation

Tornado (air - level 4 - casting time: 2) - All units (friend and foe) on the tactical map are knocked prone and displaced x tiles (1 tile per air shard) by a powerful wind storm unless they resist. Tactically, the caster's army should have high resistance (air) before this spell is cast. Forest Fire (fire - level 3 - casting time: 2) - Summons a thick dark cloud of smoke that covers the battlefield and prevents the use of ran

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Tactical Battle Spell Pack suggestion: 1. Tactical Spells 2. New Monster Groups with Magic Casters (high and low level encounters groups, different spell selections per group). 3. New Tactical Encounter Maps - such as an ambush map where the player finds himself in the middle of the battlefield and surrounded - map with bridge over a moat - narrow winding mountain paths and blocking terrain (see 5 below) - forest with blo

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In Pillars of Obsidian I noticed that a priests actions can affect their powers; "When players make a priest character, they select a deity. Each choice highlights two types of behavior that are celebrated and two types of behavior that are condemned. For priests played as the main character, their Holy Radiance power will shift based on their behavior. Reinforcing their deity's preferred behavior will gradually increase their power, while playing against type will cause

8 Replies 47,165 Views

For the Spellpack DLC, I would like to see it include a range of monster groups that are specifically designed to use the new spells. Example: A group of Ogres accompanied by an Ogre Shamen with a select group of low level spells Another group of Orgres with a more experienced Ogre Shamen that casts higher level powerful spells. Why? Too often the encountered monsters cast the same spells, when they do cast spells. I

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The Kickstarter campaign for the Obsidian Entertainment CRPG - Pillars of Eternity - raised $3.986M USD from 74K backers! The goal was $1.1M Another successful Kickstarter CRPG campaign was for Torment: Tides of Numenera. Thus far it has raised $4.6M from 84K backers. https://torment.inxile-entertainment.com/

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I just saw this article about a CRPG - Pillars of Erternity - that is due for release later this year: Crowd Sourced Funding Game from Obsidian: http://eternity.obsidian.net/game PC World Review http://www.pcworld.com/article/2071423/deep-dive-with-pillars-of-eternity-project-lead-jo

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A well designed RPG can really bring the player into the story, atmosphere and lore of the game, much more than can a 4X game. Why? The PC have more interactions with their environment. NPCs can expand on the lore and act in accordance with the lore in a more visible manor. The distrust that exists between Tarth and Capitar can be easily reflected in the game with Tarthian NPCs talking disparaging of Carrodusians PCs, and Carrodusians less helpful to a group of Tarthian PC adven

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I would like to sea Stardock develop; using its LH base, an RPG game focused on adventuring, tactical combat, world changing actions, multiple branches, time based developments, and DLC. In my mind TOEE had the best tactical combat for an RPG (weak quests and story line, but excellent tactical combat) World changing actions let the player's actions dramatically change the world their characters are adventuring in; Example: Sabotag

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I would like to see a new DLC focused on 1) tactical combat, 2) new tactical maps, 3) new tactical spells, 4) new monsters and 5) new weapons. New Monsters - Example 1) Fire Giant Encounter - a band of fire giants accompanied by a magic casting fire giant shaman (Spells: Fire) 2) Greater Fire Giant Encounter - a band of fire giants accompanied by a magic casting fire giant shaman (Spells: Fire - High Level) 3) Frost Giant Encounter - band o

39 Replies 157,230 Views

I like the wall spells - bramble, ice, fire, wind, holy , death. One spell for each school. A nice balance with different effects. Air Spells Indecision (Level 2, Air) - Enemy unit suffer -6 penalty to initiative for their next turn (unless unit resists) - Casting Time: 1 Mass Indecision (Level 3, Air) - Enemy units suffer -3 penalty to initiative each turn (until they resist) - Casting Time: 2 </u

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What about summoned creatures that the player does not fully control? i.e. they attack the enemy but are not controlled by the player. Summon Dire Animal (Level 1) - Summons giant animal (Wolf, Bear) that automatically attacks randomly selected enemy units Summoned Rage (Level 2) - Turns summoned creature into crazed berserker that automatically attacks a random unit - enemy or friendly (unless resists) Greater Di

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One tactical spell I would like to see is: Downpour (Water ) - Units further than 5 tiles from a player's unit are hidden from view and may not be targeted by ranged attacks. This spell would force both side (Player and AI) into martial combat, as opposed to ranged combat. It would also allow both sides to be surprised as they would not know where the enemy is concentrating their forces until battle is joined. For each water shard the range is reduce

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New School of Magic: Charm Charm school is focused on tactical mind control spells. This school has 1 strategic spell (Mind Shield) and 3 to 4 tactical spells per level. All spells can be resisted. Charm spells are dispelled if the caster is slain. Charm spells do not affect creatures of animal intelligence or lower. (I.e. they do not affect animals, golems, spiders or the undead). Sp

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I would like to see creatures designed to use a specific group of spells. When you encounter a group that includes one or more of these creatures you face an AI that excels in using a specific school of magic. You might have an Ogre Shamen that focuses on Offensive Earth Spells and another Ogre Shamen that focuses on Defensive Earth Magic. Example: Frost Giants have a Shaman that casts water spells of ice and cold. Ogres have s Shaman of Earth Magic

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Wow! Wishes do come true. Water Sheet of Ice (Water - Level 2) - Units in 4x4 square tiles must resist or trip and fall down when moving through these tiles. Fog (Water - Level 3) - ranged attacks (by friend or foe) reduced to a range of 3 tiles. Opposing units more than 3 units distant are invisible. Spring Water (Water - Level 4) - 5x5 square tiles are covered by water. Dangerous to those encumbered by heavy armor

75 Replies 235,956 Views

I agree that adding fraction specific building options would improve the game. I would like to see more unique building options when you level up. For fortresses, I would like to see choices that would affect the tactical battlefields such as moat with a single bridge, a fixed location scorpion (i.e. giant crossbow) or a maze of forests paths that lead to the main city and limits the ranged attacks and spells to 8 tiles. These paths would slow the enemy advance.</p

201 Replies 1,149,032 Views

For 2.0 I would like to see some refinements to the tactical battles - either flank attacks, range limits for missile weapons, line of sight (so that a hill or forest blocks a ranged attack or hides the enemy unit from view) or units with more special abilities (i.e. in addition for Fortify, add Shield Wall to protect against ranged attacks, Spear Wall to protect against cavalry attacks) DLC How Often - Quarterly More tactical Battle Maps - Yes <

201 Replies 1,149,032 Views

Look like I will have some time this weekend for modding, so here's my initial goal; 7 Snow Giant Monsters each with a different tactical purpose. Snow Giant Chief Snow Giant Shaman - with Water Spells Snow Giant Shaman - wearing cloak of Fire Resistance with Water Spells and ability to cast Resist Fire! Snow Giants with Axes - Berzerkers Snow Giant Boulder Thrower Snow Giant Boulder Thrower with cloak of Fire R

7 Replies 18,330 Views

I really like the concept of vastly more spells. I wonder if one of the seven projects is a RPG - (Temple of Elemental Evil derivative). It seems to me that most of the graphics and maps could be ported to a tactical combat focused RPG game? Perhaps, the game could be based on the OGL 3.5 mechanics (that exclude the use of Product Identity) or SD's own mechanics? An RPG would be the perfect engine for supporting a continuous stream of DLC with new adventures

171 Replies 702,314 Views

What I would most like in 1.6 is improvements to tactical combat. 1. I agree with the comments on ranged combat, shorts bows and longbows need more to differentiate them than merely damage. As suggested on page 1 of this thread; a simple implementation would be to assign an accuracy penalty at long range. Example with penalties for targets at long range and extra long range. Short Bow - Long Range >8 tiles = -30 to accuracy, >12 tiles = -100 t

99 Replies 305,788 Views

I too would like to see a spells DLC. Perhaps with a new area of magic focus included such as Enchantment, spells that dramatically affect the tactical battle, counter spells to dispel effects of cast spell, protection spells and more undead spells. Example: Smoke - A thick dark cloud covers the battlefield and limits ranged attacks to 4 tiles for both sides. Charm - Enemy unit is under your control until the caster takes damage or takes another

3 Replies 10,532 Views

Thanks for the link to the quest editor. I will have a look at it this weekend. For the giant creatures I can make the ogre models larger in the XML or create 400% larger humans models. The one Item I am not sure of is can I move from one tactical map to another map? Possibly with a quest answer - i.e. you have defeated the giants guarding the beanstalk. Do you wish to climb it or cut it down?

7 Replies 18,330 Views

Why not a DLC built around giants and a beanstalk. The premise is simple; there are settlements of organized giants in Elemental. Some live among the clouds, others in the shadows of volcanoes and others in cold wintery mountains. Each type of giant present different challenges. The cloud giants access the lands from a giant beanstalk . Until this beanstalk is destroyed their numbers in the land of elemental continually increase. These giants lacking magic have

7 Replies 18,330 Views