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  #1  
Old June 26th, 2007, 02:09 PM

llamabeast llamabeast is offline
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Default Re: Urdheim, The Infinite Horde

Copystats EA Abysia's Burning Ones?
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Old June 26th, 2007, 02:36 PM
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Default Re: Urdheim, The Infinite Horde

That unfortunately adds fireshield and berserker +3 along with waste survival and darkvision 50%. I suppose I will make do with not having higher heat.
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Old June 26th, 2007, 03:01 PM

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Default Re: Urdheim, The Infinite Horde

Ah, fair point.

Very much looking forward to the download.
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Old June 28th, 2007, 10:01 AM

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Default Re: Urdheim, The Infinite Horde

Oh, for a darkvision opinion - I'd say yes. Thematic considerations should come first I reckon, and besides it's a very niche and rarely used ability, it's not really going to make them overpowered.
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Old June 28th, 2007, 10:12 AM

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Default Re: Urdheim, The Infinite Horde

Seconded on the darkvision -thumbsup-

Lots of DV 50 floating around makes the game more interesting.
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Old June 28th, 2007, 12:33 PM

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Default Re: Urdheim, The Infinite Horde

Saulot, does your username have a Vampire: The Masquerade connection? I knew it rung a bell, it's just occurred to me that perhaps Saulot was the antediluvian who founded the Salubri.
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Old June 28th, 2007, 01:08 PM
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Default Re: Urdheim, The Infinite Horde

Thanks for the responses.

Ok, partial (50%) darkvision is now implemented.

Results:
Everyone has partial darkvision except for blind/undead units, and except for the ranger, waterborn, and ash wyvern. The Ash wyvern may be subject to change.

Issue 1: (Ranger)
Unfortunately the ranger is already copystatting to acquire patrol bonus, and while I could get rid of that, I feel that the kobolds aren't just good spies, they are good counterspies as well. With (a) small size, (b) good stealth, (c) good perception, (d) innate organization and coordination with other kobolds, (e) good memories about their territories, and of course (f) strong paranoia, they should be quite able at finding brigands causing trouble, or enemy scouts/spies/preachers/raiders running amok in their territory. In fact, if the opportunity presents itself in a patch later, I would feel very comfortable giving all kobolds a patrol bonus of 1, and then using the copystat to give the ranger darkvision.

Issue 2 (Scions):
I feel like the stronger units should have full darkvision. Unfortunately, despite spending some time poring through the unit database (Btw, Thank you very much Edi) I'm pretty sure all 100% darkvision units have a host of other qualities that are undesired. Closest I noticed was the troglodyte, which only has extra trample. Interesting sidenote; Demonbreds and Misbreds are both demons, AND possess 100% darkvision.

Issue 3 (Miners):
Same as above, instead for the miners. (The mining caste spend almost all their time underground).


Cave City/Castle/Fort implemented, similarly to Agartha. With 3 underground and 3 above ground forts, you generally have some options with what to go with. This of course gives an advantage to the Urdheim forces against most conventional armies, but presents a disadvantage against both Agartha and Lanka, as well as other undead and demon armies. This seems perfectly fine to me.

Hopes for today's testing:

1. One quick game against both Neifelheim and Agartha.
2. One quick game AGAINST Urdheim using no-indep mod. Nation to be played yet undecided.

Things I've been thinking about adding before beta release:

1. One additional new pretender. (Total of 2)
2. One additional new hero. Probably a master summoner. (Total of 4)

Edit:
@llamabeast: Yes, that's right. Back in '03 I played a Salubri character in a nice tabletop game. It was the first name that came to mind when making this user. Despite living in NYC, it's ridiculously hard to find a decent game for DND without powergamers/non-roleplayers/people-without-attendance-issues, or a decent game of Vampire without powergamers/crazy people, or for that matter, ANY game whatsoever of Alternity.
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