Re: Nation - Tomb Kings - v1.02 released (March 2009)!
Right! Madness! I appear to be gently cracking up and thinking about this mod too much. As such I'm just about to upload a v1.03. This time I promise I won't release any more for a bit, and sorry everyone for the ridiculous flurry.
- I was still feeling very uncomfortable about the Immortals. They are your best troops, sacred _and_ immortal. Being as you have many H3 priests and are likely to take high dominion, it might be very feasible to push your dominion and fight major battles with these unkillable troops. Not only are they immortal, they're also extremely hard to kill. Possibly more importantly, they were probably the most unfair _feeling_ part of the mod, even if they weren't too overpowered. With mod nations you have to be careful because people always wonder whether the balance was done properly. As such they now cost 3 death gems, and are mildly easier to kill (-1 def, 25% more fire vulnerability, a bit lower MR). Because of their high protection and tower shield killing them will still be a victory for your opponent, and will still be a hollow one because of their immortality. I think they are still worth going for.
- The Tomb Kings were adept at soloing with their AOE fire. That was never the intention, I just wanted them to be able to defend themselves from assassins. As such they now just have secondary effect fire, rather than small area fire. With the recent magic improvements you can easily forge them a fire brand if you want to.
- I was really struggling with the cost of the Ushabti and Ushabti avatars. Finally I thought I'd go for the cheaper option because I like them. That seems to be a common rule in Dominions, nicely thematic things are also affordable. The resulting change is a frankly undramatic one - Ushabti go back to 12 earth gems (from 14), and avatars to 35 earth gems (from 40). What a waste of llamabrainpower!
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