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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
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Old April 21st, 2010, 05:03 AM

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Default Re: Underwater Gameplay Improvement Mod- "Global" version released.

Earthquake makes a lot of sense to me - I would actually expect it to be very nasty in the real world, because of the shock waves being transmitted through the water.

The ones I don't think should be included are Rust Mist, Healing Mist and Freezing Mist, and arguably Sleep Cloud, because (a) mists don't make a lot of sense under water, and (b) they are horrible spells whose graphics make my game run so slowly that I generally have to give up watching any battle in which they are cast. Mainly (a) though. On the other hand I think Cloud of Death makes sense under water as it could be seen as a purely mystical cloud.

I also feel Cold Bolt, Cold Blast and Slime don't feel right, as they appear to have momentum and you'd expect them to get stopped in their tracks underwater. However I can see why you've included them and I think it's probably fine.

I also agree that Falling Frosts doesn't feel right, but reckon that on balance it is probably okay and again it is useful to include for gameplay. At least there is consistency that, admittedly surprisingly, all the cold evocations work underwater.

If there were no shortage of spell slots I would be tempted to make alternative versions of Cold Bolt, Cold Blast, Slime and Falling Frosts which were underwater-only, had exactly the same effects, but had different graphics and descriptions which were more consistent with being underwater. However the lack of spell slots means this probably isn't worthwhile.
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