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Old December 12th, 2006, 07:30 AM

Turin Turin is offline
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Default Re: worthy heroes mod version 1.4

Thanks for the feedback Jack.

Regarding Orokestes: I added the nature magic in 1.4 as a means to combat his old age problem(#older mod commands werenīt working back then), but it is pretty unthematic and I will remove it in the next version.

I gave him the forgebonus, so that he actually plays an improtant role in the game.
Without it he is just another mystic, who got all his randoms in pretty useless lvl 1 paths and an additional air. That doesnīt really add much to the nation.
With the forge bonus, you might actually think about empowering him to craft better artifact and he becomes an interesting unit.
The thematic reason is that he simply learned much of magic and picked up some tricks in item forging on the way.

Basegame almost all hero mages from dom2 are national mages with just one extra random and sometimes national mages are even better than them.
The dom3 heroes added by Ilwinter change this and are powerhouses magicwise(examples: Tjatse, Kirke, Malphas, Zilammu), so I feel that the old dom2 mage heroes should be
significantly better/different to their dom2 counterparts as well.

Regarding the misc slots: They are mostly a benefit to the fighter heroes, so you can equip them better, which brings them closer to the firbolg/banelord level I am aiming for. Itīs usually not necessary/costeffective to trick out mage heroes, so the slots could be dropped for them.
I feel that the two misc slot limitation is pretty arbitrary, since those are trinkets like rings/amulets, feathers etc.
You should be able to carry more than two of those and it serves as an identifier for which units are heroes and which arenīt.
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