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  #1  
Old October 18th, 2006, 03:33 PM

thejeff thejeff is offline
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Default Re: Patch Improvements

Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
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  #2  
Old October 19th, 2006, 11:58 AM

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Default Re: Patch Improvements

Quote:
thejeff said:
Fever Fetish is still the same cost, but it no longer works on undead. So you actually have to disease a commander to get the benefit.
Of course, you could just start an old age fetish farm of your already diseased commanders.
Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ?
That change is useless and will just add stoopid mm !!
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  #3  
Old October 19th, 2006, 12:38 PM
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Default Re: Patch Improvements

Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
Is there are reason why the items of the diseased should not go back to the lab?
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  #4  
Old October 19th, 2006, 01:02 PM

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Default Re: Patch Improvements

Quote:
Chazar said:
Quote:
PDF said:Damn, now ppl will also have to manage a horde of Fetish-carrying scouts and check to replace the dying when they hit 1 hp ? That change is useless and will just add stoopid mm !!
Is there are reason why the items of the diseased should not go back to the lab?
Yes, that would have been a welcome change instead ! Note that I didn't test if it has changed BTW...
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  #5  
Old October 19th, 2006, 01:02 PM

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Default Re: Patch Improvements

Well, I think that was the original intent of the Fever
Fetish.
It doesn't really make sense that undead can get diseases, but have no ill effects from them and still generate gems with Fever Fetish.

I do like the idea of items of dead commanders in lab provinces going back the lab. Probably not if they died in battle and maybe not if they're killed by range spells (Flames/Fire from the Sky, Seeking arrows etc), but someone dying of disease should be able to prepare a little bit.
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  #6  
Old October 19th, 2006, 02:28 PM
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Default Re: Patch Improvements

Fever fetish still work on undeads, it's just slower (about 1 gem / 4 turns) because they just have one affliction (the "disease" without effect).
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  #7  
Old October 19th, 2006, 03:29 PM

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Default Re: Patch Improvements

I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
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  #8  
Old October 19th, 2006, 03:42 PM
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Default Re: Patch Improvements

Quote:
thejeff said:
I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
I understand that the original intention was that these items would be used to produce gems for mages that travel with armies, not to generate income. That is, to lessen micromanagement. Few fever fetishes and few undead commanders (Black Servants?) produce about 1 gem/turn, allowing e.g. Machaka to not worry that much about ferrying gems for their mages. In theory, at least.
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  #9  
Old October 19th, 2006, 03:48 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Patch Improvements

Quote:
thejeff said:
I'll try it again. I don't remember how long I left it on him.

If Fever Fetish generates much less than 1/turn, it's probably not worth doing. Have the other generators been nerfed like that too?
Clams still produce 1 astral pearl per turn, but are now much harder to manufacture, and cost 50% more than before.
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