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December 14th, 2006, 04:57 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: worthy heroes mod version 1.4
If I remind correctly LA atlantis backstory, they were not taught the secret of ice-crafting, they stole it by "interrogating" captured Caelians, but I might have misunderstood
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December 15th, 2006, 07:29 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
Posts: 822
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: worthy heroes mod version 1.4
I suggested flight since the tupilak can transform into a raven. If it's a normal-sized raven, of course, it would be a little ridiculous; a tupilak-sized raven, though...
It would look pretty funny in battle to see a bear with a rider fly, also.
And yup, you're right, Jack. Coerced from Caelian captives it was... I still like the hero idea, though - maybe there's a way to work it in. How about something like the following (I put brackets in where I didn't know the numbers):
#newmonster [whatever]
#name "Angra the Broken Seraph"
#copystats [caelian seraph]
#copysprite [caelian seraph]
#gcost 1
#mor 8
#mr 13
#magicskill [air] 3
#forgebonus 25
#[the extra misc slot that you've been giving to heroes]
#descr "When his settlement party was captured and interrogated by Atlanteans, the flighty and weak-willed Angra was the first to break down. He revealed the secrets of ice forging, and now sullenly serves his new masters."
#end
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December 16th, 2006, 09:19 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
Thanks: 150
Thanked 21 Times in 13 Posts
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Re: worthy heroes mod version 1.4
For the broken seraph, shouldn't he have some water magic (even if it mean less air magic) as Caelian ice craftnig has always been associated with water magic, not air ?
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December 16th, 2006, 02:56 PM
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Captain
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Join Date: Jun 2004
Location: Rhode Island
Posts: 822
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: worthy heroes mod version 1.4
Copying the stats from the Seraph should give him 1W. I was thinking that 2A2W might make more sense thematically (especially given things he might have learned from his new masters) but that wouldn't be as exciting a pickup for Atlantis. I put the "flighty" in his description to account for the increased air - game mechanics meshed with game atmosphere, glued together with a bad pun.
I was also waffling on whether or not to give him a forgebonus. I decided to put it in, figuring that if Angra made it into Turin's mod he could remove it or leave it as he wished. Seraphim don't get it normally, but I justified it to myself since after his capture he's been forced to do a lot of ice forging, and also he's clarified techniques for himself during the course of formulating his teachings for others.
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December 17th, 2006, 06:07 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: worthy heroes mod version 1.4
Caelian Ice Crafters have forge bonus. LA Caelian Ironcrafters have forge bonus. W2E2?
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December 20th, 2006, 12:31 AM
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First Lieutenant
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Join Date: Sep 2004
Location: N. California
Posts: 624
Thanks: 7
Thanked 29 Times in 3 Posts
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Re: worthy heroes mod version 1.4
Thanks for doing this mod, I loved it in DomII and I'm very happy to see it back!
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