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#1
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I haven't touched the witch hunters
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#2
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I insist about Magic Shackles level 3. It always work and feels OP. Makes fights against demons (for example) too easy.
![]() I'm now clearing Trent Dungeon. A few days ago had a nasty surprise with the pirate who sails the seas at Fromlen. Oh my... haha, it was a good battle. |
#3
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Hmm... It was another player who suggested no leadership limit on magic shackles... Actually...
For next v1.3 I lowered it to leadership 125% - 160% - 250% (was 200-300-10000). Still higher than vanilla (100% only). Last edited by raknefne; 02-26-2019 at 09:31 AM. |
#4
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20 -> 28 or 30. |
#5
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It was 35 Mana in vanilla for level 3 magic shackles. I forgot it was for all enemies not just one - that's why I lowered the Mana price. I'll change it to 30 Mana at level 3 instead of current 20 Mana. In the code it says "one,one,all" - must meen all enemies at once at level 3. Never used it... but strong, I can see. And 125-200-250% of leadership. Crystal 4-8-30.
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#6
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#7
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Currently testing with leadership limit 125, 200, 200. And mana cost 10, 15, 40.
I'm also tempted to try out 125, 200, 150. Mana cost 10, 15-20, 35. That way you'd have to choose between disable the talents of the probably most dangerous foe on the field or disable all the rest. I reached upper Trent, by the way. No strange/weird text bugs yet. ![]() Priests and Rune Mages, at least. Huzzah! --- Reduced locally physical resistance of units with Steel Armor to 25%. The game should cap resistances at 75-80% IMO, but as I assume this is not possible through simple modding, this is the best I can do to keep balance. In fact, even 75 or 80% cap could prove to be insufficient of a nerf if combined with Magic Shield from Archmages. The AI should try to disable that kind of combos right away (with dispel or the like) Let's hope the devs do a better job on balance and AI terms on next KB iteration. --- Last edited by Sirlancelot; 03-03-2019 at 11:34 AM. Reason: More feedback and reports |
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