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New Magic Paths in Dom3?
Hey, does anyone know if there are going to be any new magic paths in Dom3? Theres been all this talk about magic and units and summons and stuff. But so far I havent heard anything so basic as to whether existing magic paths might be removed/added/changed.
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Re: New Magic Paths in Dom3?
heh i think 10 is probably enough (inc. holy and unholy) - get more of the spells usable in each path, and that would be more than enough http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: New Magic Paths in Dom3?
It might drop down to 9.
" Re: ArcoBlood Mod Finished [Re: Arryn] #343063 - Thu Mar 24 2005 01:31 PM Initially we didn't intend for good and evil, holy and unholy to be in the game. Evil is in the eye of the beholder. Unholy was added as an ad hoc solution to the fact that holy priests were more or less useless to undead priests of Ermor (dom1). At that time bless effects etc was handled a bit differently and most of ermors troops didn't have morale. Preaching was also something we imagined the undead didn't do. Therefore unholy priests were added. Currently you can consider unholy those priestly powers that are influenced by the underworld and the unliving. Unholy has always felt a bit ad hoc. Especially when broken empire Ermor got unholy priests. They were made to be able to preach and reanimate. Unholy is getting a rework in DOM3. Undead priests have 'unholy' powers of reanimation, but the unholy tag is removed. All priests are priests." That could mean that different nations have different national Holy spells, and thus there is no need for Unholy spells. But it might just mean that both Unholy and Holy priests are Sacred. |
Re: New Magic Paths in Dom3?
But will we get priests that can "reanimate" cherubim? Awe +0, flight, and little baby fists?
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Re: New Magic Paths in Dom3?
Probably not:
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Besides that, I'm not sure if you will be able to mod it either as a unit type's ability, or as an ability all priests of certain nation that have high-enough holy power have. |
Re: New Magic Paths in Dom3?
I'd love weak Angels as "messengers of the Lord"- especially if they could bring gems, magic items, etc. with them.
Heck, I'd like that ANYWAY, as a "utility" spell- like the ones that give +1 Prot per level of Earth, etc. If they're in your dominion [maybe only very high dominion] you can pick and place items and gems. |
Re: New Magic Paths in Dom3?
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That's a pretty powerful ability, but interesting, and not that overpowered either (I think). And as long as they don't have stealth, they can't be "abused" as scouts are currently. They shouldn't be able to forge/summon in labless provinces, though. That would probably be overpowered. |
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