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Originally Posted by Jack_Trowell
What are the effects of insanity ? % chance of random action like in dom 3 ? If so how does it handle stacks with several commanders ?
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Insanity is a percentage chance of the commander going off his rocker and refusing to accept orders for that turn. Get them insane enough and they will simply sit in place mumbling to themselves 9 out of every 10 turns.
There is also a battle affliction of Temporary Insanity, which has an automatic healing chance every turn. It'll go away eventually, but boy is it annoying when it hits your main artillery (usually a mage) or SC.
Supercombatants fortunately aren't quite as super as they are in Dom3, by the way, which is a good thing. For example, the Troll King looks really harsh on paper, but some starting armies will wipe him out without breaking a sweat because their mage support simply tells him "shut up" and he does, enough that it makes a difference. Non-resistible immobilization effects are murder on lone SCs. Even if they break that immediately, they're liable to be hit with it again instantly.
Also, there has been an annoying kink in rebooting this AAR. Due to an inadvertent bug that has already been fixed for the next version, the High Priestess currently starts with no troops, so I can't include her as a player, she would get instantly wiped out. I'm going to replace her with the High Cultist (R'lyeh) and change the narrative accordingly, so the next post will be the origin story rewritten, then followed by the actual AAR.