Re: Avernum, Crystal Souls v1.5 UPDATE
A few thoughts on the race so far as played.
The race depends on it's archers to take out the enemies, only one force can take or even survive against an archer massed force. Race is rather good on points though, able to take sloth with no heavy penalties.
Varied warriors, able to pick and select what types needed based on resources/location/enemy. Need to fight an archer massed force? Take nephil archers with Avernum human guards. Longbowmen taking out your archers? Go with the avernite archers. Lots of flanking potential with the nephils and vahn warriors, able to take on heavy infantry with it's slith warriors.
Good researching potential, able to go down any research path thanks to avernum mages. Although heavily varied when it needs to get certain races, it can get any sort of combination of 1-2 paths, even some that really compliment each other, as always, the major mages are vulnerable to mind duel, but that's typical of Astral anyways.
The non-shaper vahns seem to be a bit powerful however in their picks, you may want to reduce it to 100% with maybe a 20-100% chance of an extra, you won't believe how many air 3's I've gotten so easily, able to teleport around the map air blasting, they just seem a bit to strong for their price, and as they are also sacred, they can be blessed with reinvigoration, making them stronger.
Havn't tried some of the higher level national summons, but the trog warriors seem good.
Nations sacreds scream Earth blessing, Reinvigoration and protection bonus seem to bless the entirity of the nation, the mages are incredible as stated, and the warriors with extra protection seem to survive a bit better, although they do better with air instead. Havn't tried any full bless paths with them, so I can't really state so far.
Nation so far seems to be pretty balanced along things, although some things could use a bit of resource changes and maybe a bit more gold costs.
If you have any parts of the nation you would want spell ideas or changes to. I'd be glad to provide some. I can't really think of any unit additions without changing part of the balance between the mages or commanders.
|