Equilibrium Mod
I have a lot of free time at the moment and I started to mod Orcs on the Marsh game. What do you think of the following changes in the game:
Skill Changes:
MIGHT
Heroism: +2,+4,+6 Attack (was +1, +3, +6)
Resistance: +2, +4, +6 Defense (was +1, +3, +5)
Anger: 20%/+2, 40%/+4, 60%/+8 Rage Increase/Maximum Rage (was 20%,40%,60% rage flow increase)
The Power of Darkness: +3, +5/1, +7/2 Attack AND Defense/Initiative of all Undead (was +3, +5/1, +7/2 Attack/Initiative)
Bloodlust: +6/+2, +12/+4, +18/+6 Maximum Rage/Attack (was +5,+10,+15 maximum rage)
Counter-Attack: now in the Might Tree. Level 2 and 3 now give no retaliation ability to all allies for the 1st/2nd round.
MIND
Prayer: +3%/+1, +5%/+2, +7%/+3 Critical Chance/Defense (was +3%,+5%,+7% Critical Chance)
Absolute Balance: +4/+1, +8/+2, +12/+3 Mana and Rage/Attack and Defense (was +4,+8,+12 Mana and Rage)
Dragon Voice: +1/+6, +1/+12, +2/+18 Morale to animals and dragons/Increases Maximum Rage (was +1,+1,+2 Morale)
Trophy now costs only 5,5,5 mind runes, not 5+1,5+1,5+1 mind+magic runes
Holy Armor: now in the Mind Tree. Increases the magic, fire, poison and astral resistance with 30%, 30%, 50% for the first 1,2,2 rounds.
MAGIC
Linguistics: +2, +4, +6 Intellect (was +1, +3, +6 Intellect)
Order Magic: +6, +9, +12 Maximum Scrolls (was with no scolls bonus)
Distortion Magic: +2, +4, +6 Maximum Mana and Scrolls (was with no mana/scrolls bonus)
Chaos Magic: +6, +9, +12 Maximum Mana (was witn no mana bonus)
Thesis: +2/+8, +4/+16, +6/+24 Intellect/Maximum Mana (was +2/+7, +4/+14, +6/+21 Intellect/Maximum Mana)
Mega Mage: Now slows down all enemies and reduces their initiative for the first 1/2/2 rounds with -1/0, -2/0, -2/-1 speed/initiative
With all skills learned now your hero will be with:
Attach +18 (was +9 )
Defense +18 (was +11 )
Intellect +18 (was +18 )
Mana +90 (was +69 )
Rage +90 (was +67 )
Scrolls +27
Changes after the battle:
Hero gains different bonuses
Alchemy skill: 5%/10%/15% Chance for 2,4,6 Crystalls
Rage skill: 5%/10%/15% Chance for 1,2,3 Rage Potions
Wisdom skill: 5%/10%/15% Chance for 1,2,3 Mana Potions
High Magic skill: 3%/6%/9% Chance for 1 Mana Well
Spirit Power skill: 5%/10%/15% Chance for 1,2,3 Life Fruits
Bloodlust skill: 2%/4%/6% Chance for Divine Blood Potion (+150 Leadership)
Warrior class:
Might Runes: 3% Chance for 2 Might Runes (~18 might runes for the whole game)
Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game)
Magic Runes: 5% Chance for 4 Magic Runes (~60 magic runes for the whole game)
Paladin Class:
Might Runes: 4% Chance for 3 Might Runes (~36 might runes for the whole game)
Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game)
Magic Runes: 4% Chance for 3 Magic Runes (~36 magic rune for the whole game)
Mage Class:
Might Runes: 5% Chance for 4 Might Runes (~60 might runes for the whole game)
Mind Runes: 3% Chance for 3 Mind Runes (~27 mind runes for the whole game)
Magic Runes: 3% Chance for 2 Magic Runes (~18 magic runes for the whole game)
Morale
Whole army of humans (or with neutrals) +1 Morale
Whole army of elves (or with neutrals) +1 Morale
Whole army of humans and elves (or with neutrals) +1 Morale
Whole army of dwarves (or with neutrals) +1 Morale
Whole army of orcs (or with neutrals) +1 Morale
Whole army of lizards (or with neutrals) +1 Morale
Demons always have at least +1 Morale
Hunters give +1 morale to elven archers.
Green Dragons give +1 morale to all elves and all spellcasters.
Skill dependencies
A lot has been changed in Might and Mind Tree. Look at the attached pictures.
Absolute Balance since it was improved to give not only Mana and Rage but Attack and Defense is made harder to be reached.
High Magic 2 now needs Destruction 2, High Magic 3 needs Destruction 3 (until now High Magic only needed 5 previous skills to be learned, Bloodthirst needs 7 skills and Resurrection needs 6).
Last edited by The Rider; 10-13-2010 at 01:08 PM.
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