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-   -   Death and Magic (http://forum.shrapnelgames.com/showthread.php?t=36079)

Psientist September 18th, 2007 05:54 PM

Re: Death and Magic
 
This penalty seems a little unbalanced, if it deletes 2 of each and every magic path upon death. For example, a dormant Dagon could start with one of the following magic level combos:
1. W10
2. F2A2W2E2S2D2N2

Upon death and recall, the returned pretender would have:
1. W8
2. nothing

The "new path" cost will make this even more painful for most pretenders who have more expensive requirements to "rainbow" or just diversify.

IMO, I think there should be a maximum number of levels that get removed upon death/recall... because having figured this out, it DEFINITELY will change how I play and set up my future pretenders. I doubt that was the intent of the devs.

Frostmourne27 September 18th, 2007 08:55 PM

Re: Death and Magic
 
Well, I just did a test with an F2A4W4E2S2D2N2B2 druid, awake, with default scales and no dominion change (I was lazy). I sent him out to die vs indies, and when he returned, he was F1A3W3E2S2D2N2B2. You must have found a bug of some sort. (I was playing EA C'tis, btw)

Psientist September 18th, 2007 09:51 PM

Re: Death and Magic
 
Hm! Thanks for the independent check! You must be right.

Valandil September 19th, 2007 12:28 AM

Re: Death and Magic
 
Yep. Its one level per path per death, barring any weird bugs or afflicitons.
Twiceborn doesn't drop globals out of existance, nor do pheonix pyre or elixir of life.

Frostmourne27 September 19th, 2007 02:01 AM

Re: Death and Magic
 
Quote:

Valandil said:
...
Twiceborn doesn't drop globals out of existance, nor do pheonix pyre or elixir of life.

I assume crystal heart wouldn't either, although I can't imagine giving it to something that can cast globals...?


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