Okies. Will wait for the Beta 3A upload before posting. You guys have probably fixed it in that update :)
StillSingle
[quote who="Hound" reply="37" id="2669312"] Essence = max mana + mana regen (let's say mana regen is 10% per combat turn) Maintaining global spells reserves Essence so it effectively weakens your spellcasting ability if you want to maintain a permanent Thunderstorm over an enemy city. This would nicely limit nasty global spells to being cast from the safety of your tower. So it would be either adventuring or global magical warfare but not both unless you're uber
Yup, same problem here on a custom Soverign. Using Proceponee, She had mana regen and could keep casting spells.
@Tasunke. What you're detailing isn't the opposite of anything I said. It actually flow perfectly into it (as well as TyLarson's Thinking). All the calculated stats you are takling about don't use more than 2 base attributes. Therefore it is not a complex system you are creating. It is actually simplifying the system. Using less base attributes to work out more calculated stats is simplifying things, however by being simplified there are tendanc
Summon Pheonix Tactical Knowledge to learn = 18 Mana Cost = 5 Life Shard Summon a powerful pheonix to fight for yuo for this tactical battle. If it is killed it has a chance of INT*2 to come back to life. It can only revive once. Book of Summoning
Long Bread Strategic Knowledge to Learn = 20 Mana Cost = 20, uses enchantment slot Life Shard All units that cost maintenance (last time i playe dit was .2g per turn) require only 75% of their original maintenance cost. Your armies thrive on thie magical bread that fills their stomachs with one bite! Book of Life Requires 3 Fertile land squares to be controlled for the effects to work.
Undead Ruling Strategic Knowledge to learn = 20 Mana Cost = 25 Death Shard, Earth Shard All units currently controlled by the player are sacrificed and in their place their skeletons rise. Units are exact copies with 75% of the original HP. Skeletons do not have a maintenance cost. Book of Death Can only be cast once per game. Why summon skeletens when you can just rend the flesh from your own minio
Famished Fighting Strategic Knowledge to Learn = 20 Mana Cost = 20, uses enchantment slot Death Shard All units that cost maintenance (last time i playe dit was .2g per turn) require only 75% of their original maintenance cost. Your armies have learnt to digest the dead and decaying of this world to survive Book of Death For every 3 turns that there are no battles, all unit stacks (from 1 to party to squad
Greater Proection from Arrows Tactical Knowledge to learn = 18 mana cost = 4 Air Shard Target Stack is immune from non elemental range attacks for the duration of the tactical battle Book of Air fire, earth, water, lightning, death, range attacks are not hindered by this spell.
Protection from Arrows Tactical Knowledge to learn = 12 Mana cost = 2 No Target Stack is immune from non magical range attacks for INT/8 turns Book of Air ...
Troglydite Swamp Strategic Knowledge to learn = 15 Mana to Cast = 10 No Turn a swamp into a festering troglydite breeding ground. Allows the reqruiting of Troglydites. Book of Ruin Troglydites are blind and rely on hearing. Carry only a spear, have no armour. (basically peasants with pointy sticks). Being blind, they are immune to visual effect type spells (summon horror etc as they canno
Just curious... Why does the Protection from Ice tactical spell be the only one of its kind to require a shard? Th protect from fire and protect from air spells do not require a shard so says the good book above.
@Aratur. look at the Dev Journal on 1 Jul that has the spell book V1.0 . That gives the reference for how much mana and knowledge spells should be costing. Blind Tactical Knowledge to learn = 10 Mana to cast = 2 No Blind a individual unit. That unit cannot cast spells for the spell's duration Book of Chaos Spell duration either 4 turns or INT/8
Battle Shell Strategic Knowledge to learn = 25 (how high can your knowledge max be? this spell should need almost max knowledge) Mana to Cast = 20, uses Enchantment slot Fire Shard, Earth Shard, Air Shard, Water Shard Create a magical shell hugging to every aspect of your Sovereign magially boosting their strength and speed (increases strength and dexterity by INT). Book of Summoning Effect
Fire Portal Strategic Knowledge to learn = 22 Mana to Cast = 20, uses enchantment slot Fire Shard, Earth Shard Create a burning portal, Placing a unit in it allows duplicates to be created. Book of Fire The duplicates die instantly from fire damage (even 1 dmg), but in all other aspects are copies of the unit left inside the portal. The unit must not leave the portal. Individual units only (no squads
Portal Strategic Knowledge to Learn = 20 Mana to cast = 20, takes up an enchantment slot Air Shard (can you require 2 air shards? If so, make it 2) Create a portal opening allowing travel bewteen it and the other linked portal. Book of Air Can make this either a two way spell, ie create two linked portals and allow passage both ways, OR make it so you create and Entrance AND an Exit, allowing only one way travel.</li
Entangle Tactical Knowledge to learn = 12 Mana to Cast = 3 No Target Unit Stack (does not need to be individual, ie can be party, squad etc) is trapped in writhing vines and cannot move for Casters INT/8 turns. They can still attack! Book of Life or Summoning the unit stack cannot move but can attack..... good for stopping those pesky swordsman to take them out at range!
1. Magical Steed 2.Strategic 3.knowledge to leard = 17 4.Mana to cast = 10 5.No 6.Cerates a magical steed that the caster can ride. Increases movement speed of caster by 1. 7.Book of Summoning 8.Uses Enchantment slot.
@TyLarson, No way am I going to be writing the formulae in the Heirgammopedia!! I've worked out formulae before from playing a game so that my bro and I could re-write it to be easily playable in Windows. It is HARD, and requires a lot of reperformance, testing of the formulae you come up with, and then reperformaing agian. Also, If the formaule are too complex, it is very much beyond my capabilities to work out the formulae knowing only the output
You make a good point about the naming conventions of the base attributes Hound. I sort of like your idea about cleaning put the intelligence/wisdom double up, but with a couple of changes, partly to keap with the game theme (Essence). I have a feeling that your idea or my modification to your idea won't be taken up because they probably want spell power divorced from mana regen. Keep Essence = Max Mana. Remove Intelligence. Use Willpower to determi
From a design point of view, derived (calculated) stats should use formulae that make it easy to remember what effects the outcome the most. Using to many input attributes(base attributes, eg Str) makes the particular stat seem like a black box thing. Dex is intuitive to link to combat speed, and initiative. Only people well schooled in thought would see how intelligence and wisdom effect Initiative (I've assumed you meant initiative as in who attacks first...). Top
Stats can be seperated into two sets. Base attributes, and calculated stats. Str, Dex, Ess, Wis, Int, are all Base attributes. Whereas Mana, Mana regen, Attack, Def, are calculated stats. Calculated stats should be wholy derived by a calculation on Base attributes. Eg Attack = Str/10*Weap atk. Combat speed is a hybrid. Yuo can modify it by spending pooints in it at level up. But it is then modified by equipment. I propose t
Your calculation on the Claymor and Staff is correct. You should note though that the Claymore costs a LOT more than the staff. I reckon yuo're heading the right way with the increase in the points available each level up, but wrong about Str and attack etc being useless double ups. I'll explain why: The current system each point in Str anove 10 increases your attack by 10% of the Weapon you are using. Each point of Str below ten decreases your attack by 1
There is currently a flat .2 gildar "wage" for each unit excluding the Sov, King or Queen, and summoned familiar. Other summoned units (eg wildling) has the same wage cost.
The latest builds in beta 2 have had an across the board .2g per turn wage cost, exception being the king, queen, and summoned familiar. In my opinion this across the board reliance on mmoney to maintain ALL units forces every player to delve into the Civics tech tree(specifically the money sub tree), regardless if that is their gameplan or not. If it is not the game's intent to force every team to research the civics field (especially if they are gunning up the adventure