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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 January 17th, 2010, 06:15 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod 1.6

Actually I was just wrong, so thanks for straightening me out.

In other news I have finally figured out how to create new forgeable magical items, although it seems a bit buggy. I couldn't get multiple attacks to work while having a #secondaryeffect or #secondaryeffectalways.
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Old January 17th, 2010, 06:39 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

ok,i am glad that the stats of the magic items can be changed.

I think a lot of items are just off or way-off stat wise, some for thematic reasons,some for balancing.
Instead of changing the gem cost it often might be better to slightly alter the stats instead.
Lets take the brands for example,they are meant to be massable,i.e not very expensive.
Probably better therefore to just lower the damage output for both while keeping the price.That would make them still a great choice vs chaff but they would be considerable weaker vs thugs/SC`s.

what about the following list : ( )=old value
...................Att....Def..Dmg...type

Fire Brand:....4(4) 1(1) 6(12) AP,area effect
Frost Brand:..2(4) 4(2) 12(16) area effect
Wraith Sword:5(2) 6(3) 18(9) Partial Life drain
Hell Sword:...7(3) 0(0) 16(9) Partial LD

If possible to mod,maybe change Damage type from Hell sword to AP instead and make it like 10-12 damage.The berserk effect grants indirect more damage anyways.

With that list,i would keep all prices the same except for the wraith sword which probably should cost 15-20 Death gems.

What do you think?

Last edited by Mardagg; January 17th, 2010 at 07:02 PM..
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Old January 17th, 2010, 06:43 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

bah,how can i remove the automatic formatting?
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  #4  
Old January 17th, 2010, 07:09 PM

Sombre Sombre is offline
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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by rdonj View Post
I couldn't get multiple attacks to work while having a #secondaryeffect or #secondaryeffectalways.
That's weapon modding not item modding!

Mardagg: I suggest you read through the mod manual to find out what is and isn't possible. It will help inform suggestions.
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  #5  
Old January 17th, 2010, 07:33 PM
Mardagg Mardagg is offline
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Default Re: Conceptual Balance Mod 1.6

I just took a quick peak at the modding manual and i think i might understand it slightly better now.
So you cant change those values of existing magic items,just weapons.

You got me confused,since i was referring to the magic item wraith sword and you were telling me,the damage output can be changed..for weapons.Which at that time i wasnt aware of the difference.
So basically,for my changes to work you could either create new weapons and assign these via #weapon to the corresponding item,or you could alter the existing weapon.Didnt know before that such a manual exists.Good stuff.

Last edited by Mardagg; January 17th, 2010 at 07:48 PM..
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