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DrPraetorious said:
I do not believe that units that default to black steel armor are actually immune to destruction - or that the game even keeps track of which default armor is "magic". The description may refer to magic-items-as-armor, which are not removed from inventory. You can get the broken-armor icon anyway, not sure what it actually does to you.
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You're right in that black steel armors aren't immune to armor destruction. Found out when updating my mod, now posted in the mod forum in the "Dud nation mods" thread.
Broken armor tag means that all armor is prot 0, and that shields are useless. Prot 0 Black Knights are a sad sight. It goes away when the units end turn in a province with unused resources, but I don't know how many resources it takes to fix a piece of armor.
The spell ideas are all nice. Which schools would you put them at? Would the anti-magic being and anti-sacred unit spells be in Thaumaturgy, giving Ulm a reason to research towards Tempering the Will, or would you move that one to some other school?