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  #1  
Old June 25th, 2008, 02:40 AM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

a TGA for the Dark Deity of the Grove

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  #2  
Old June 26th, 2008, 06:49 AM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

Ok, update on the Tcho Tcho WD: I´ve been playtesting it and it doesnt work as intended. The idea was to have a 50% chance of death+ nature, and a 50% chance of blood + nature. Instead, it has 25% of an extra point of death, 25% of an extra point of nature, and 50% of no extra points. Also, the description is a bit poorly written, so I´m revamping that too.

The new Tcho Tcho WD will get a dot of blood magic, with a 25-25-50 chances of getting nature-death-nothing as an extra point, as well. He wont be that old, either. I intend to keep it with low research skills to avoid exploiting it, as well.

#newmonster 2901
#name "Tcho Tcho witch doctor"
#descr "The Tcho Tcho are wildland-dwelling human tribes with a penchant for cannibalism and human sacrifice. Their priests are the leaders of a vaguely druidic cult, combining ghastly blood rituals with necromancy and nature magic. They are secretive by nature, and thus poor research collaborators."
#copyspr 1255
#clearmagic
#clearspec
#magicskill 7 1
#custommagic 4096 50
#custommagic 16384 5
#custommagic 8192 50
#researchbonus -2
#poorleader
#stealthy 3
#ap 8
#hp 4
#mapmove 2
#size 2
#prot 0
#enc 3
#str 9
#att 8
#def 8
#prec 8
#mr 10
#mor 2
#gcost 120
#startage 160
#maxage 180
#older 30
#end
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  #3  
Old June 26th, 2008, 07:18 AM

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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

Quote:
The idea was to have a 50% chance of death+ nature, and a 50% chance of blood + nature
If you want that you just need to give him 1N, plus a 100% DB random.
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  #4  
Old June 26th, 2008, 11:02 PM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

Thanks, I´ll try that

Althrough I was thinking on making them a bit more blood-focused (as they are there to allow late pangaea to pursue a blood path), so I might make it l00% DN random instead.

I suppose there is no way to throw in a secondary bonus that randomly boosts one of the paths further, but only in one of every ten units, right?
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Old June 27th, 2008, 02:17 AM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

You can make a 10% Blood random without any trouble. It's not common, but it can be done, and some recruitables have something like that. LA Man's Judges have a 10% Death random IIRC.
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Old June 27th, 2008, 03:03 AM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

Without removing the blood 1 default one I added? The idea was to make it so that most of them are mostly for blood hunting (albeit with occasionally extra skills in nature or death, which might make boosting them convenient) and occasionally, you´d find while recruiting that you had one more talented (say, with blood 2 instead of blood 1). Since these would be scarce (as in, really scarce) they´d not be a real substitute for blood enhacing to get proper spellcasters. The idea was to allow a blood economy for Pangaea, without making it particularily easy (I was considering limiting these guys to the capital, like EA Abyssia, but that might make it too hard to do) or too detrimental in other paths (as in, it might be convenient to do a combined arms approach instead of a full blood path)


Speaking about spellcasting: I´ve tested the spell Carrion Festival, but it fails. For one, it doens´t spawn Manneads. For another, the mandragora it does spawn stay idle on the battlefield without moving. And in fact they die from time to time. I suppose what failed is that they need a leader, so that will need to get fixed
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Old June 27th, 2008, 03:07 AM
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Default Re: Lovecrafticing Pangaea/Saurom. a bit...

Custommagic can be given multiple times and it doesn't affect normal magic skills or other randoms.
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