A thousand 'thank you's DrPraetorious, I shall implement virtually all of your suggestions. The only ones I am debating are;
- I don't like the idea of making chaos armor something they 'wear' and can take off and replace. Chaos armor is something that is part of their bodies like a horn is to a rhino or armor plates are to a stegosaurus. I realize that making it a part of their bodies eliminates resource costs and encumbrance, but this is actually intentional, and leads to their high gold costs.
- The dark citadel IS thematic as a starting location. Rather than breaking that theme, I think I would rather just put back the resource bonus on the starting location.
- I've long worried about using the poison cloud effect with Nurgle champions and lords. Your suggestion about making it disease clouds and Nurgle followers undead would certainly make the effect more properly what it is supposed to be and appropriately less powerful than poison. However I worry that making Nurgle followers 'undead' will make them vastly weaker due to the power of priest banishments. I'll do it and see. I think I'll pump their magic resistance a tad though.
- The flail is listed twice in Edi's database. One of the entries has it as a single hand weapon. I used that one assuming it was a smaller flail. I just compared the stats with the two hand version and they are identical. Oops. The flail is very thematic for Nurgle. I guess I'll have to drop the shield (except that will require that I redo a bunch of sprites). Hmm... I guess morning stars are thematic too. ;-)
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DrPraetorious said:
The Champions are too expensive. Compare them to the Jotun Herse. With the exception of the mage-lord of Tzeentch, the lords are too expensive as well.
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Hmm... Here things get difficult. The Jotun Herse is only 60 gold. I see what you mean in that the actual stats are somewhat comparable, while chaos has attack and defense a bit higher, the Jotun Herse has significantly higher hit points and strength. However Nurgle Champions have disease clouds, Slaanesh have enslavement, Tzeentch has a 30% chance at astral 3 magic, and the Khorne champion would slaughter Jotun Herses in droves. I note that the stats of the Jotun Herse and those of the Jotun Gode are roughly similar, but due to the addition of Holy 2, the Jotun Gode cost 200 gold. For now, I shall work on the assumption that the additional talents of the chaos champions are roughly analogous to the the holy 2 of the Jotun Gode and drop the gold cost to 200, awaiting further feedback. The physical stats of champions and lords are very similar but lords have higher leadership, and domsummon 20 appropriate units for their power. They also start with a magic weapon. Again, being very unsure as to what extra value this should cost, I'll bump the lord cost of Nurgle and Khorne down to 270. Slaanesh has enslavement which especially when massed is very powerful. I'll put the Lord of Slaanesh at 300 GP. The Lord of Tzeentch which is appropriately awesome stays at it's current maxed out 400 GP.
Again, thank you ever so much for the lookover and advice. I really do not want this race mod to be out of balance, that's no fun for anyone.