[quote who="Frogboy" reply="63" id="3241533"] And from the logs, I can tell you, for a fact, that the monsters kill a lot more AI units per game than humans per game. Every saved game we get shows this. The monsters do far more harm to AI players than human players in the bigger scheme of things. [/quote] we trust you but this isnt good if you think it deeply this is really bad in fact</
ddd888
well its not only master quest, all end game content need to be extremely hard, dragons need to be demigods, etc etc master quest is another thing, right now is nearly a joke but its not so hard to fix this your suggestions are all good, but most of them should also go on other monsters :P the final boss though should have all of that stuff and more
the problem is actual game is balanced for champions NOT dying, the game would just be so much more rng and the beloved champion leveled for 200 turns would go to hell its nonsense for so many reasons... first ai would never be able to manage them, cure them, fight with the goal of winning fight AND not losing any champions etc etc it would be just another exploit for humans, just target the strongest champion and destroy 20% of ai strenght because ai wi
[quote who="Heavenfall" reply="84" id="3241609"]I think those spells are still crazy good as they are. Haste goes on any friendly unit for a very low cost of 5 mana. It is perfect at Air1 to cast for anyone who has it except archers (melee need to move and auto-defend anyway, might as well haste). Spellcasters can use them in longer battles for straight up ownage. As long as you have 1 more initiative than an enemy caster, there comes a time when you act twice before he acts again - that'
the best solution would be making power of these scale with spell dmg the problem is that hast on a warrior/archer was and is too strong and too cheap and too op this problem ouclass EVERYTHING, because it would scale even better on a warrior since it scales with shards and a warrior have access to them if the power of haste would scale on spell power thought you would have it stronger early, like you suggest
[quote who="t1it" reply="10" id="3241380"] It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing. [/quote] new content would be if they add a vampire class that resurrect goku and use it as a pet moving some trait into some subclasses isnt really content cmon anyway its not somethng the game REALLY need, classes need some functionality and balance, adding more subc
yeah the problem is this way there are bugs and sometimes unknown mechanics that make things complicated while just overwriting worst case scenario the modder copy paste the original its way way faster copying a text than understanding a whole compatibility system but still its enough we know how it works in the end
wargs have 1 million dodge... well i know this wasnt evalutated yet, dodge need a 60 70% nerf on all items, anyway until it get it, there is no point having armor when you can be totally immune to dmg via dodge, and wargs provide it after dodge is balanced then maybe yes horses will be for heavy warrior and wargs for mages/assassins that dont require a plate
new changes tech changes... good all seems much better path of assassin... good from a balance pov but dont like it, crits were so much out of control already, increasing dmg make them even more so initiative of bosses... so and so, 18 still seems on the edge, if you stack slowing things you get them to not move for too much, they dont have so strong things to compensate for that nerf on bows... probably ok, it may be needed to compensate assass
yeah but it would make no sense :P why throwing a knife you should do the dmg of the greatsword you are using? :P nonsense... im you focus too much at them as "weapons" while they are just accessories, they have a skill that cant and dont have the purpose to be the main source of dmg its just an alternative skill for when things go south
no more proofs are needed guys we all know monsters dont attack ai as they should, now its devs time to find the reason why this happens
the problem is the dmg, its irrelevant, range doesnt change much i just added a small bleed effect and it works for stuff like bandits etc or it could be poison etc for troops it need a full rework to make it viable but tbh i dont see the need to have trained troops with throwing knives... thas a weapon for skilled assassins not troops
like you said there are many threads about these things, most ppl love the idea and has its own version but first we should see some deep balance into the main existing classes, some of them are not working at all (Also you forgot archers, they cant be the same as assassins :P )
oh wait you gave me the winning idea, ty :D i make just every city give xp conditioned by a new stat and i give this new stat to governors also i can improve further the xp gain with some later trait since +1 per turn is ok early mid but later it wont make governors grow enough (even though they dont really have to be on pair with fighters) i only hope that every city giving xp each turns doesnt create more lag for some reason
yes i thought about that but it is too easy to exploit, you would move all the governors back and forth etc its something id like though, but need anohter way to start gaining exp, this might be like a bonus
lol in fact i did exactly the same, a path of the commander only for buffing your army, moved the army aura stuff there from defender but i made it as defender subclass it seems more indicated that way imo defender-commander a warrior to lead your army and empower others defender-fighter(didnt think of a good name) to greatly reduce incoming dmg and be able to handle the strongest monsters and stuff governor imo has to interact with city only or
i cant give that to champion (i think) i need to give that to the city how can i add a buff to the city the unit is in without using the spelltargettype city?
i was trying to make something for governors which is not so hard but what im uncapable of making is giving exp to them the only reference is the adv guild but it uses something i cant use in a simple way is there any unitstatbonus that i can apply to units instead of stationedunitstatbonus etc etc ? adjustunitstat doesnt seem to work with experience otherwise i was thinking something more complicated like giving a buff to the city
seems like its just not worth it atm
its a bug, the basic initiative of many bosses is the old value so its too low for the actual game
in fact i wanted to ask how to make modular stuff so in theory you are supposed to be able to rewrite only the stuff you want in the modded files and they should ofc be used instead of originals is the rest working? like equip etc?
yes ofc the bonus is for the city the governor is governing in that moment also i was thinking higher lvl skills for governor might be more specifics boosting research or production only but by a larger amount
i didnt mean wars i mean ais farming monsters they couldnt kill and gaining incredibly amount of exp (and free expanding near lairs they should be about to fight)
i thought about a unique governor set of skills stuff like "rule the city", governor links to the city (lose all movement) for n turns, ofc production(or gildar income or other things) is increased and after you worked there you gain some exp