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#1
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Sounds: Terroin made the sounds for the creatures in his studio and altered them. He did it in 1-2 days, it was funny talking to him afterwards, his voice sounded very "off" after all the recordings, hehe. He is a friend of mine, living just 15 km away.
Snake/bears 'homeground': It was mostly intended for the AI as an advantage, I suppose snakes are not used so much. That's way I didn't give Royal Snakes 'homeground', since it is normally the only snake used by the player. U still think +1 Moral is better? Magic Shackles: I'll await your tests, Sirlancelot, sounds like just a solo effect is the way to go, but with big big leadership and cheaper Mana, 10-15 or so? |
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#2
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Quote:
Hah! It's a small world! Where do you live? Quote:
But for the snakes, the AI will take more advantage from the initiative bonus, there you're right. Hence I would give +1 moral to bears and +1 initiative to snakes. Moreover, yesterday night I faced off a group of orc trackers along with an horde of snakes and they pushed me to the limit. I could barely disable them thanks to Higher Magic; four spells in a row in two rounds. And even them they were able to kill two paladins, ten priests and one royal thorn, which I fortunately could resurrect thanks to Sacrifice, my red dragon and tons of mana (I have an item which improves the pet dragon Mana Acceleration significantly) Quote:
Last edited by Sirlancelot; 03-04-2019 at 12:02 PM. |
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#3
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Ingeneer:
You forgot to raise their damage on the flamer script section, thus our dwarf friend kept damage bonus from 1.1 (or 1.2, I don't remember), 17,30, and not 20-35. |
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#4
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By the way, why you gave Paladin acess to Higher Magic, and Warrior access to Resurrection?
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#5
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To Sirlancelot:
Are u mage in your game? Well just to improve paladin in a fast and easy way. Overpowered with high magic to paladin? other suggestions for hero classes? Ingeneers: Ur right, it was melee that had 40% increased damage. Changed now for v1.3 Not so keen on lower mass magic shackles leadership. Id rather lower it to level 2 OR just effect on just 1. What about 10-10-10 Mana. Leadership 125-150-1000 or so, still level 3-4-4. Crystal 4-8-10 and ONLY works on just 1 creature. Regarding leadership, remember AI is stronger in Trent, and u are playing on hard, not impossible. Last edited by raknefne; 03-04-2019 at 04:39 PM. |
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#6
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Quote:
I don't know, yet. I got Higher Magic two days ago. However, it's one of the most powerful skills in the game, so chances are that yes, it'll be overpowered. In principle, I'd refrained to include it in the Paladin skill tree repertory, unless you were 100% sure it was needed. There're other skills rather weak, like Diplomacy or Prayer, which could have been improved instead. Anyway, I don't have confronted yet the most dangerous foes nor had time enough to judge its impact properly. Time will say. About Magic Shackles: I see. I understand your concern. Make it focused on just one creature, then. Places like Trent dungeon will be much harder now, because enemies like Demonesess or Imps are very talent dependant. |
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#7
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I've been enjoying the mod, though tbh the current difficulty tuning feels like everything is two difficulty levels ahead of the base game -Normal feels morel like the base game's Impossible.
That said, some issues: -A random-but-consistent bug I've run across is where a specific battlegroup will end up always crashing the game upon the completion of a specific enemy stack's turn. My first run is unable to get past the first three islands, for example, because the Unicorn Hero guarding the next Sea Chart always causes this crash on the first turn, but a Mage and Paladin that I've started since then don't get this crash on this particular Hero. Conversely, the Mage has one Item where the keeper fight always crashes the game on the second-to-last enemy's move, so I'm probably not going to be able to upgrade the Item until I'm much more overwhelmingly powerful, if ever. So it's 'random' in the sense that different files end up with different battlegroups causing the crash, but it's consistent in that if a given battlegroup causes the crash it will ALWAYS cause the crash. -The Paladin's Prayer Talent doesn't do anything. Clicking it goes into a targeting mode, and occasionally I've triggered a visual effect on Undead, but it never does anything mechanical (No damage, no fleeing), and it doesn't even end the Paladin's turn. -In my Mage run, attempting to assemble the pet dragon's four Items into their combo form gave me an Ordinary Helmet with no way to get back the original four Items. I was able to reload, mind, but still. On a more design-y note, while I've overall been impressed on the tuning of the game so far, I'm a bit uncomfortable with how some specific elements of randomization lean heavily toward a quality-not-variety approach. For example, with the third island my first run had to bait enemies away from the Castle to be able to access it, my second run had no enemies there at all, and my third run had an enemy battlegroup there but can reach the castle without the battlegroup noticing them. This is a particularly memorable example, but it's a recurring thing that some important locations (eg lootables) might be guarded or might not be, and particularly in the very beginning of the game this can easily mean the difference between a run being stonewalled/forced to accept massive casualties vs leveling up/looting Talent Runes/gaining access to a shop with key units and suddenly being able to effortlessly solve a series of previously-problematic fights. Even if the crash weren't blockading my first run, I'd probably never get back to it regardless just because it's struggled so much from worldgen punishing it in this sort of way so consistently. |
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