Thanks for the testing! And if anyone else notices problems when running test games please let me know.
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Originally Posted by LDiCesare
I used the mod and the map (not the start versions one) and got an Academy of the Crescent Moon in one province, allowing to recruit some wizards. You might want to check it and remove it, as it's pretty strong (wizard of the crescent moon W2S1+100%WSAD for 160 gold).
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movement spells have been put at level 3
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: Teleport's level 0. Gateway, Faerie Trod too.
Wolven winter is available too at level 0. Same for Raging hearts.
Fata Morgana is available, and level 0 to boot.
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All of the above are errors. Well except for the movement ones maybe. I think at one point I wanted them to be at level 0 - doesn't matter, I should match the game description so all that you've mentioned will be fixed.
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Originally Posted by LDiCesare
Do you want to leave Mists of Deception in? I think it might be better modded out entirely due to potential abuse.
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I'm inclined to leave that in unless there's a problem I'm not aware of? Despite usually playing nations with air magic I don't know that I've ever used it. I know there was an issue with the caster being able to leave the field of battle and the spell continuing but that was patched. I used level 6 as a dividing line for magic because above that level you start seeing a lot of battlefield-wide spells. It isn't a perfect dividing line, though. Things that may make sense at a certain level in the context of a normal CBM game may not work as well with these settings. If there's a second game I think there will definitely have to be some work on balance but I'm hesitant to start selectively removing spells or (even worse) changing the game conditions from what people have signed up for.