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Old June 9th, 2010, 08:39 AM

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Default Re: Endgame Diversity Mod - Lategame summons, released at last!

The Treant retreat problem is a very good point, thanks for pointing it out. Concerns:

1) When brought close to death a Treant can't retreat. Not desperately worried about this.

2) At the turn limit if the Treant isn't killing fast enough, it will try to retreat at zero speed and just sit there for 25 turns before disappearing.

3) Most serious: If a player sees a Treant coming, they will plant something immobile in its path (e.g. that Earth/Astral holy summon). The resulting battle will be a draw and the Treant will die.

Possible solutions:

a) Give the immobile form a #secondshape of a damaged mobile form. So when brought close to death the Treant will uproot and run away. This is thematically pleasing, but only solves the first and least concerning of the problems.

b) Give the rooted form a very slow walking speed (e.g. two or three squares). This is slightly unthematic but could be justified. Probably solves most problems? The rooted form would still be immobile on the map, which hardly matters but is thematically pleasing.

c) Abolish the rooted form as suggested, applying the rooted stats to the non-rooted form. I don't want to do this as I like the rooting thing. However I guess it would be preferable to the current situation.

Also on the subject of the Roc, it is true that I've created an easy Fog Warriors caster, which is a more powerful addition than intended. I think that, with regret, I will therefore reduce it to A2 unless people can think of any other solution. Ideas for compensatory buffs gratefully received. Awe is an option I guess, not desperately thematic but possibly justifiable (most beautiful bird in the WORLD).
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