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Re: LA Hoburgs Intro (short story)
Nice on the artifacts, but somehow zero gold cost disturbs me. Especially if it looks like this. I would suggest adding "does not heal" to the list of attributes, too, because it does makes sense and would balance out these constructs.
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Re: LA Hoburgs Intro (short story)
Well, as magic beings they would still heal in labs.
Should I add "does not heal" to the basic clockwork horror or only to the ones that you recruit? Is their magic too powerful? |
Re: LA Hoburgs Intro (short story)
Yes, I meant the "does not heal" which requires them to return to a lab. Which really makes sense, I think, even if they're more mechanical than magical. Just a suggestion, you decide.
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Re: LA Hoburgs Intro (short story)
Quote:
-Max |
Re: LA Hoburgs Intro (short story)
Thematically in the sense of 'what hell is EA Pangea doing summoning Demon Knights', gameplay-wise in that it involves recruiting a lot of pans doing the earth-boot shuffle. It's 'awkward' to the point of being disagreeable.
Before this mod the best feel I had with demon knights as a theme was DomII Diabolic Faith, and that required a pre-aranged pretender and a lot of recruitment. Here you have B2E2 nationals, which is a combination I'd like to see. |
Re: LA Hoburgs Intro (short story)
Great story, when is the next half?
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Re: LA Hoburgs Intro (short story)
Holy crap, the clockwork beast from MTG! how oldschool.
Nice mod. I thought i would not like the theme (evil halflings?) but it works, I am going to enjoy the no gold units. |
Re: LA Hoburgs Intro (short story)
I'm doing the next half when I finish the mod - which I will do when the next patch comes out. Hopefully the next patch will have support for spell side-effects.
I had some additional artwork and balance fixes that I lost in my most recent HD crash, so my morale is a bit low http://forum.shrapnelgames.com/images/smilies/frown.gif. |
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