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Re: Mod in Progress: CPCS - CrossPathCombatSpells
-Does anyone know what are actual bonuses granted by the "unholy power" - effect?
--> from THE MANUAL!!!!!! + 4 attack and +4 AP |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
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I just noted that I'm having a bit of trouble writing the description. Just running them through a spellchecker doesn't make them well written. If someone with good skills in english grammar would like to be of assistance, it'd be sweet. I'll be soon making the first release version. But I'll give it thread of it's own. I'll keep the spell list and non-bug-related discussion here. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
I'm very happy to be the spelling and grammar man. PM me when you've got a draft for me to read, and I'll go through it.
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Just today reading the Astrapelagist's description in Bogarus gave me an idea for a spell.
Twice-Blasted Curse AAS Range: 30+ Damage: 5+ AN Lightning damage Secondaryeffectalways: Curse More or less, a less-powerful lightning bolt that also curses the target. Edit: Hrm. I see that we already have an A/S spell. Perhaps the Anger of God, to mimic Wrath of God (global), should be moved to S/A? Or I can change this up: Twice-Blasted Curse SSA Range: 30+ Effect: Curse (MR negates) SecondaryEffect: 3 AN lightning damage Also, for underwater... Crushing Pressure AW Range: 35+ AoE: 1+ Damage: 12 SecondaryEffect: Fear(0) Basically, a 'normal damage' attack that can also do Fear, only allowed underwater. Should be extremely effective against common underwater chaff. Edit2: Oh yes, and I see in the original post we have a "Fall Winds" spell, and an "Autumn Winds" spell. Shouldn't the healing one be "Spring Winds"? |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
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I'll also change the spell in one minor way. I'll make the curse the major effect and the damage secondary. Thus the unit will get cursed first and the receive damage -> making him likely to receive afflictions. Synergy man, synergy! I also added your UW combat spell, what could you explain the reason for air magic? I could see it as a pure water spell. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
Err... isn't Astral Fire S/F? Do you really need another one? Synergy is all well and good, but balance is also rather useful at times. My second Twice-Blasted Curse was designed in the 'synergistic' way you propose. If you want something _really_ evil, you could do
Cursed Barb NS Nbr of Effects: 1+ Range: 30+ (or so) Damage: 15 + curse Secondary Effect: Strong/Death Poison If each 'tick' of poison damage has a separate chance of giving Afflictions, this could rack them up in no time. The UW spell was originally designed to be the exact opposite of Sailor's Death; that is, fill the 'gills' of Aquatic troops with Air. That is why it would be AW. Unfortunately, I don't know of a way to target just Aquatic troops, so the spell was reconcepted to use expanding air in water to create the same kind of shockwave that can occur on land (such as from lightning strikes). Could it be just Water? Sure, but Water already has enough tricks for Underwater. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
My spell was inspired by Sailors' Death as well, but the post seems to have been glossed over.....
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
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That Air explanation is a bit of stretch, it would probably be better if I didn't have to explain the spells physics in the description test. Yeah, and you can't make a spell that targets only amphibians, you can only exclude them (like constructs). Earthquake is resistable by def, I know that. But anyone know the number it tests against? I was thinking of making a "quicksand" spell for W/E that'd instakill and be resisted by def and wondering if it could be balanced. |
Re: Mod in Progress: CPCS - CrossPathCombatSpells
Earthmeld + Quicksand = DOOM!
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Re: Mod in Progress: CPCS - CrossPathCombatSpells
Burn: Wait, you can exclude a certain type of monster from an effect? Then can you exclude amphibious creatures from an UW-only spell? That would 95% of the effect of an aquatic-only spell, no? You could name the spell 'Sailor's Revenge', in that case. ;)
Jim: Ah, no, I did see your spell, but I think I saw mine from a flavor perspective, while yours is more from a mechanical perspective. Sailor's Death uses Water to suffocate land units; your spell uses Earth to suffocate water units. Same effect. Mine was more of a literal inversion of the effect. Sailor's Death turns air into water. My spell turns water into air. |
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