Quote:
Originally Posted by Humakty
Anything not totally fire immune tends to burn so well (along with the pyrote, for sure), that I wonder if they're not a too good counter to much costlier units/strategies.
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That is a valid concern. Never though of it like that. Pyrotes are quite easy to counter, but they themselves might really be a too good of a counter. Now that I have made "Divine Wrath" thaum 7, Pyrotes really are my only concern about the balance of this mod on this point. After all, the goal of this mod is to give an sort of alternate weaker version for Pythium for those who would like that kind of thing.
Does anyone else have any opinions on the matter? I'm kinda tempted to up their costs just because they are rather micro intensive (both for you* and your opponent*) so I don't want there to be too many of them around.
*The best to way to wield Pyrotes is to mix them with chaff and place in this loose formation in several squads ( sort of like archer decoys). Ironically, the exact same type of placement is also the best counter for them.
Quote:
Originally Posted by WraithLord
Theurgs are supposed to be 2s2h+1[a/w/f] right?- At least that's how they're shown in recruit. screen.
The thing is, last turn I got a 2s2h2a Theurg. how come?- WAD or Bug?
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WAD, I admit the current layout is a bit confusing, but it is the only way to give linked randoms with modding tools we got, so it's not like I have a choice. It's mentioned in the "Pythian Secrets" file. I gave them linked randoms because I don't want them to be able to get W+F and cast acid spells (thematic concern). The linked randoms also makes them better battlefield mages to sort of "make up" for the loss of Arch Theurgs.
I also hope that this means that the current version is working on your end?