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

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Old October 22nd, 2009, 11:33 PM

kianduatha kianduatha is offline
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Default Re: Warhammer Dwarfs, balancetest version 0.6

Right. I forgot about the whole 'grudge' thing. The whole expensive castle thing sounds great then.

The changelog sounds pretty awesome; I like especially the Daemon/Dragonslayer switch.

I presume where it says "Runic Ward" is going to 5 encumbrance, you mean Runic Armor? Otherwise the high-end slayers/Brother of War are going to fatigue out super-fast. And are Runesmiths getting the research bonus, or Runelords?(My vote would be toward Runesmiths--Runelords should be doing better things than researching, anyways)

I'm still having a bit of trouble justifying ever purchasing an Engineer(if I want Siege bonus I'd rather just have a couple Prospectors). They can't research since they're not drain-immune, they have no good combat magic paths, and they don't have the forge bonus to make items. Basically I can see making a few to continually cast Distill Flame/Distill Thunder, but that's about it. They make decent missile-weapon holders since they can cast Aim, but once again I'd rather have prospectors do that. As a proposed solution...give them a chance at A2, either by making them 3? (this also makes them not require a lab, as a bonus), or by just giving them like a 25% air random. This would let them be your sitesearching guys, at least.
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