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  #1  
Old February 12th, 2007, 01:31 PM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

So do you think the Soulguard are somewhat overpowered? I mean they're restricted to the home province,.... playtesting them I had a lot of problems against missile fire - the regen wasn't really cutting it against a rain of arrows, javs etc... but since that point I've changed them around a bit and now maybe they're a bit too good (depending on the bless).

I came to the same conclusion about crystal souls - they stay at one AP per turn, though the pretender gets 2 per turn.

One thing I really didn't want to do with this mod is make an overpowered unit or an overpowered nation, because that really punishes people who enjoy variety. If you like to use pretty much exclusively Vahnatai by choice, that's fine, but if it's because certain units are so much better than the others that there's no point in using them,.. well obviously some tweaks are needed. Anyway, glad you enjoyed giving the mod a whirl ;]

Did any of the national heroes turn up? It seems like I hardly ever get them when I playtest.
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Old February 12th, 2007, 03:01 PM

Shovah32 Shovah32 is offline
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Default Re: New Nation(s): Exile/Avernum

I was using misfortune2 so no heroes turned up. I dont think the soulguard are overpowered, i think they are just about right. I had them shielded from missile fire by a small screen of shielded troops and their twist fate also helped. Once they reached combat their high defence, regen, twist fate and offensive power kept them going. I think the crystal soul pretender might be a little over-powered as its basically a super oracle(imprisoned i took him with S9 Dom10 order3 prod3 growth3 misfortune2 magic1) if you going to take advantage of any of his strengths(high dom and astral magic)
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Old February 13th, 2007, 01:08 AM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

Hmm. Good point. I'm bumping the pretender point cost up a bit. The high astral is simply to force people to go astral with the nation, after all it's the main magic of the vahnatai.

0.5 is going to be delayed a little while,.. but I'm pretty confident I'll get this nation to a final version this month.

Next national hero is a slith berserker. He's going to be interesting but not that powerful. I'm debating whether to add a crappy avernite mage (1 random element, 1 true random at 50%) and priest (basic h1).
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Old February 13th, 2007, 04:11 AM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

I personally find 20 nephil braves (or even better,nephil warriors) and 20 nephil archers lead by a nephil chief to be a very good stealth team.Very handy for sneak attacks
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Old February 13th, 2007, 05:04 AM

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Default Re: New Nation(s): Exile/Avernum

With the cost reduced to 10 the braves make good screen or flank troops as well - they can really chew up light infantry and archers in close. Oh and all nephilim are useful for patrols. In 0.5 they'll have forest survival too.
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