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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
You could make the Gaia spell MR-negates. I'm not quite sure what the justification would be, but it would make it more reasonable. A crazy thing you could add to it would be summoning of some vinemen as well. As in, the vegetation comes alive, some of it grabbing the enemies and some of it forming vinemen to finish them off.
good idea combining a buff witha summon or a damage spell with a summon.. at leat one should be in and this might be the best option. :D |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
or just summons.. summons are nice and decent battle magic and a bit overlooked till now.. don't knwo which paths you are missing but summons shoudl fill at least 2-3 spells. Especially in the paths which already have decent combat spells a summoning would add more than just another damage spell.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
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Nice idea with the vineman summoning. I can imagine some fat mage going like, "I can't be bothered to both tie and beat them up, why can't the spell do it for me?". Quote:
I don't believe sacred rushes are now considered overpowered, are they? I'm not sure. Quote:
Stygian Flow: Proably MR resists, right? I'm having the oddest compulsion to intentionally mispell it as Styxian Flow :D Quote:
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* In order of completion: - Mapping of explsprites and flightsprites - CPCS and starting a MP game with it. - Updating Alugra and starting a MP game with it. |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
I have to say by the way, this mod is looking great. Sorry I haven't gotten around to the grammar bug-hunting yet. I'm actually quite looking forward to it. When I do I'll probably produce a bazillion comments and suggestions as well.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Burn: Actually, the Styg(x)ian Waters spell was directly intended to _not_ have MR resists. Yes, it's meant to be a mage-killer.
Any way we can actually 'silence' casters for a combat? |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
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I'll gracefully accept any suggestions on themes and balance. I've mostly struggling to get the spells written in code, making them work and finding the right blingblings for them to do any real balance testing. Most of the current values are rough estimates :shock: Quote:
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Burn: I'm well aware of what effect Feeblemind has on SCs. That was the point.
I had an idea for a Blood/Astral combat spell, but I don't think it can be done. Can you create a spell that does 'Astral Corruption' for the length of a combat? That is, any non-Blood spell cast has a chance to call a Horror to the battle? S/E Spectral Blades SE Range: 40+ Fat: 30- Prec: 1 NoE: 10+ Target: 1 person Damage: 14 (AP, MR negates) SecondaryEffect: Illusion-kill (whatever the effect of the Eye of the Void is) Another option: Summon Phantasmal Mammoth SE (perhaps AE) Range: 0 Fat: 80- Effect: Battle-summon Phantasmal Mammoth Phantasmal Mammoth HP: 1 Prot: 0 Att/Def: 8 Mor: 15 MR: 13 Enc: 3 Size: 6 Graphic: Elephant Ethereal, Trample D/E Blighted Troops Range: 30+ Fat: 40- AoE: 1+ Damage: 30+ (stun) Secondaryeffect: Decay |
Re: CPCS - CrossPathCombatSpells - v0.2 is out!
The phantasmal mammoth would be funnier if you could do MR-resists trample.
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Re: CPCS - CrossPathCombatSpells - v0.2 is out!
Truman: True. However, I don't think you can do it unless you can type all of a unit's damage to MR resists.
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