Quote:
Sombre said:
If you wish for power it boosts your stats right?
So you can alter some things which are set to the monster ID type.
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Yes, it does, but those stats, once the monster is recruited, are tied to the individual unique id that we can't see.
Things tied to monster type ID
- Base stats
- special abilities of the monster type
- base values of variable special abilities that are affected by external factors (e.g. fear is affected by Death magic)
- base magic paths
- random path selection
- sprites
- possible special, hardcoded scripted behavior (e.g. lammashta)
Things tied to unique ID
- individual unit stats after recruitment, including modifications due to external factors
- experience
- afflictions and their effects
- magic paths after recruitment, including realized randoms
- heroic abilities (including any monster special abilities such as fear, awe, standard or reinvigoration that are gained from such)
- abilities modified by existing other attributes (e.g. fear and Death magic, leadership and magic etc)
- abilities created by other existing attributes (e.g. supply bonus from Nature magic)
The only mechanisms I know of adding fixed special abilities to units is via heroic abilities or items. As far as I know, no such mechanics exist that it could be done via spell effect, though DrPraetorious is probably better equipped to confirm that. If there is a spell effect that can replicate a specific heroic ability such as battle bellow, legendary cruelty, awe or otehr such, that could theoretically be used if the relevant condition forks are added to wish code.
When dealing with wishes and unit boosts, you need to keep a clear distinction between what affects a specific unit and what affects the entire type and how the existing mechanics are tied to that.