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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old December 16th, 2006, 02:56 PM
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Default Re: worthy heroes mod version 1.4

Copying the stats from the Seraph should give him 1W. I was thinking that 2A2W might make more sense thematically (especially given things he might have learned from his new masters) but that wouldn't be as exciting a pickup for Atlantis. I put the "flighty" in his description to account for the increased air - game mechanics meshed with game atmosphere, glued together with a bad pun.
I was also waffling on whether or not to give him a forgebonus. I decided to put it in, figuring that if Angra made it into Turin's mod he could remove it or leave it as he wished. Seraphim don't get it normally, but I justified it to myself since after his capture he's been forced to do a lot of ice forging, and also he's clarified techniques for himself during the course of formulating his teachings for others.
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Old December 17th, 2006, 06:07 AM
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Default Re: worthy heroes mod version 1.4

Caelian Ice Crafters have forge bonus. LA Caelian Ironcrafters have forge bonus. W2E2?
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Old December 20th, 2006, 12:31 AM
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Default Re: worthy heroes mod version 1.4

Thanks for doing this mod, I loved it in DomII and I'm very happy to see it back!
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