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  #1  
Old February 4th, 2008, 05:10 PM
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Default Re: Conceptual Balance Mod 1.2

I found those errors because I was putting together a CBM specific forging reference, not unlike the one linked in my signature.

It's attached. Feel free to include it in your distribution. If not, that's cool too.
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File Type: zip 579286-CBM_Forging_Reference.zip (77.6 KB, 162 views)
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  #2  
Old February 4th, 2008, 08:17 PM

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Default Re: Conceptual Balance Mod 1.2

Awesome! Good work Cleveland! At a stroke you've made CB vastly more playable.

I guess you'll know as well as anyone - are there many changes to the forging levels? I couldn't see that many at a quick glance, apart from Thistle Mace -> N3.
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  #3  
Old February 4th, 2008, 10:10 PM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

If the thistle mace is still there it's a bug, nothing should be harder to forge than base game now.
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  #4  
Old February 4th, 2008, 11:17 PM
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Default Re: Conceptual Balance Mod 1.2

No problem, glad to help.

Yes, there are substantial changes to the forging levels. In general, there's been a great shift toward making items more accessible. Easily 50 items were modified, and I'd guess 90% of the changes were decreases in Const level, decreases in mage level, or both.

Some interesting changes I recall:
-Many more easily accessible AOE weapons. The new ones, as mentioned are the Star of Heros, Evening Star, and Star of Thraldom. Doom glave now only S1, Const0.
-All research boosters reduced. Skull mentor now D1, Const6; owl quill, Const0; lightless lantern, Const4.
-Charcoal shield now Const6 (up from Const4)
-Thistle Mace was the only booster to change.
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  #5  
Old February 5th, 2008, 01:03 AM

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Default Re: Conceptual Balance Mod 1.2

Research boosters (apart from owl quills) were also supposed to be reset to base game. Charcoal shield I might move back simply to reduce confusion.

I knew when I uploaded 1.2 I must be forgetting something, seems I forgot to implement my items to do list.
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  #6  
Old February 5th, 2008, 01:47 AM
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Default Re: Conceptual Balance Mod 1.2

I've been playing a bit with command auras. Add this to a mod of your choice and let me know what you think.

If they work well, they could help to encourage the use of national commanders in actual combat, without (hopefully) stepping on the toes of the mages too much.
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File Type: txt 579384-CommandAuras.txt (2.6 KB, 162 views)
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  #7  
Old February 5th, 2008, 04:06 AM

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Default Re: Conceptual Balance Mod 1.2

Quote:
quantum_mechani said:
*Mother of monsters spawns monsters.
About that, what do the numbers after "domsummon" mean? (e.g., domsummon2, domsummon20)
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  #8  
Old February 5th, 2008, 04:21 AM

quantum_mechani quantum_mechani is offline
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Default Re: Conceptual Balance Mod 1.2

Domsummon2 is half as effective as domsummon, domsummon20 is 1/20th as effective as domsummon.
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  #9  
Old February 5th, 2008, 08:14 AM
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Default Re: Conceptual Balance Mod 1.2

I had a bug with a 4 harms commander who had 5 weapons (3 defaults and 2 items)
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  #10  
Old February 5th, 2008, 09:33 AM
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Default Re: Conceptual Balance Mod 1.2

Does tht LA Bogarus elite cav get bow instead of lance ? I found no description in the readme about it.

Btw, i like the change, it feels more thematic.
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