Re: worthy heroes mod version 1.4
@Jack
regarding orokestes: heīs actually a pretty bad example for the way I modded mages, because he is a relict from dom2. In dom2 mystics had astral 2 and 3 in elemental paths, with one elemental path combined and a maximum of 3 in a single path.
Now they are badly nerfed with an average of only 3,5 magic paths and a maximum of 2.
So right now the unmodded orokestes wouldnīt need any more buffs to be vastly superior to a mystic, but even modded he isnīt a particularly powerful mage, so Iīd rather leave him in his modded state.
Compared to tjatse an a3w3d3h2 niefel jarl that can shapechange into an eagle with a4, or kirke with w2s2n4d4, heal troops and glamour, he really is a weakling.
Regarding the misc slots: I still feel that they fit on heroes, after all heroes are usually the ones that deck themselves out with magic items in traditional rpgs and it gives you more freedom to design your hero, so I think the change generally adds to the enjoyment.
I should remove it on a couple of the new multiheroes though, where versions exist with the standard amount of slots.
Sadly a summon allies ability is currently not moddable, it would make for tons of interesting heroes.
@ygorl
Good point regarding the rider. I will probably make him into an assassin with mapmove 4 and all possible survivals. Flying seems to be a bit much of a stretch.
Caelian hero is another good point.
@Honeybadger
As i said above summon allies sadly isnīt possible at the moment. Sedna didnīt make the cut, because itīs not possible to mod names at the moment and I want unique heroes to generally have a unique name, unless they are themselves fairly generic like the commander of the living pillars.
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