Re: New Nation(s): Exile/Avernum
Edit: Endgame progress report. The AI didn't last long with only this mod running.
1. I've recieved my first and only hero and it turned out to be a 3 nature mage. That's not a good thing balancewise. This means that I can eventually cast most nature spells even without empowering. As I said earlier the Soulguard have a tremendous synergy with Gift of Health since they got 100% regeneration. Not a gamebreaker of course but I would recommend that this hero gets 1 nature, 1 death, 1 air and 1 fire instead.
2. The Nephil Shamans are simply to good right now. Research is through the roof even without the easily available Owl Quills. Might perhaps be solved with a 20% random magic and an increase cost to 110 gold?
3. The trogs are barely balanced for their cost. Trouble is that they are fairly "meh!". Astral gems are more valuable then other gems and I find little reason to invest them in these guys. They need somekind of special ability to make them worth the cost. The Troglodyte Defenders are supposed to have "equipment second to none" yet they only have a basic battleaxe and platemail. I rather have fewer but tougher units with each summoning.
4. The Trog leaders are simply a waste of gems. Blood mages are not all that good this late in the game. They are too few and too weak to start any meaningful blood economy. My suggestion is that you rethink the concept of these guys. Avernums strength is it's tremendous versatility, and the nation doesn't really have any apparent weakness. The Trogs should thus be focused on a very specific use but I've no idea what that would be.
5. The Slith Warrior and Slith Warborn are a bit too expensive for their abilities. I think they could use a +1 on both attack and defence. Also the Warborn oughto be recruitable from all forts. They're not so good that this disrupts the game, and their slow mapmove makes it difficult to reinforce the fallen.
6. For the same reason the Slith Lord sees very little use. Perhaps you could drop the priest magic on this unit, decrease to cost to 65 gold and allow it to be recruited from all forts?
7. The Vahnatai Ranger is a very competent assassin for it's cost and upkeep. The sacred ability is a bit odd since it can't be blessed during assassinations. My humble suggestion is that this unit can only be recruited from the home province.
8. The Crystal Soul could use a few elemental immunities considering the cost. Are you sure that these chaps (shards?) wouldn't be more appropriate as high level summoned units? Their description seems to indicate that they are created rather then recruited.
That's all the critisism I can think of. Hope some of it have been atleast a little constructive. Many thanks for sharing this mod Sombre.
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