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Turin said:
Thanks for the feedback Jack.
Regarding Orokestes: I added the nature magic in 1.4 as a means to combat his old age problem(#older mod commands werenīt working back then), but it is pretty unthematic and I will remove it in the next version.
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Ok
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I gave him the forgebonus, so that he actually plays an improtant role in the game.
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He was already strictly superior to a standard mystic, and is a priest. Seemed like already good for me (however it's true that if he come with old age, he lose much then)
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Without it he is just another mystic, who got all his randoms in pretty useless lvl 1 paths and an additional air.
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Doesn't he came with +S3 too ?
And having already *all* randoms *and* one more path *and* priest levels should be enought I think.
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That doesnīt really add much to the nation.
With the forge bonus, you might actually think about empowering him to craft better artifact and he becomes an interesting unit.
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With all elements, he is already useful :
- he's a really good recipient for a ring of wizardry
- with some empowerment and/or path boosting items, he can forge an elemental staff, and gain another level in *all* elemental paths
I already made him a mini-rainbow mage, useful for site-searching (akashic record is good, but 25 astral gems could be better used later in game), and yes, forging magic items.
Note also that with only one empowerment to air, you can cast auspex, opening a potential source of air magic that is not natural for arco.
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The thematic reason is that he simply learned much of magic and picked up some tricks in item forging on the way.
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A mage with a total of 8/9 rank in all magic combined (including holy) seems already to me someone with a lots of magic.
But i can live with it if it's something that specific to him and maybe a few other heroes, and not a discount on forge bonus for all mage heroes.
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Basegame almost all hero mages from dom2 are national mages with just one extra random and sometimes national mages are even better than them.
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I agree fully that a hero should at least be a perfect version of its base model (like a mage that would have all path of its nation) or have at least a small boost (highter path, or access to a path of magic not usually available for its nation)
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The dom3 heroes added by Ilwinter change this and are powerhouses magicwise(examples: Tjatse, Kirke, Malphas, Zilammu), so I feel that the old dom2 mage heroes should be
significantly better/different to their dom2 counterparts as well.
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I will have to compare. Maybe my first impression of your mod has been partially incorrect because for me the hierophant is already a useful hero (but not overpowered, and there's the misc slots part).
I will look to what you've done to others heroes and try to give more feedback
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Regarding the misc slots: They are mostly a benefit to the fighter heroes, so you can equip them better, which brings them closer to the firbolg/banelord level I am aiming for. Itīs usually not necessary/costeffective to trick out mage heroes, so the slots could be dropped for them.
I feel that the two misc slot limitation is pretty arbitrary, since those are trinkets like rings/amulets, feathers etc.
You should be able to carry more than two of those and it serves as an identifier for which units are heroes and which arenīt.
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Yes 2 misc slots for humanoids is arbitrary, I agree, but it's part of the whole vanilla game.
For a hero mod, I look more to something like Zne conceptual balance for dom2 : changing thinks but trying to keep the vanilla flavor.
If humanoid heroes start having 3 misc slots, then why not pretenders or some commanders or summons ?
I'd like for the fighter heroes to be more useful, but I think there's better way to do it
Some suggestions :
- some bonus additionnal attack (i think the mod flag is #bonus no ?). Could be a special martial arts attack (such as the secondary attack of the kappas, or even a kick attack), a paralyse/stun attack (may be a net, a pstunning fist, etc ...), or something else, depending on the hero concept
- Maybe more magic items as initial equipment (I know that you don't get all bonuses from magic items added like that)
- better combat values (attack, defence, HP, etc ...) and or special abilities (berserk is always easy to give or increase to most fighters, stealth , and maybe spying/increase unrest, assassin).
- maybe a rank of two of magic for some heroes (to cast some basic combat buffs on themeslves)
- for great leaders, a "summon allies" would be thematic :
if the hero was able to summon one unit per turn (think elite sacred unit usually), it wouldn't be overpowered, but it would be something that would make the hero really usefull (one more sacred unit per turn, and it would allow you to recruit ponctually some sacred capitol-only unit far from the capitol during a campain)
when a hero is supposed to be the leader of an elite force, this would be ther perfect ability.
A variant would be a charimatic hero that would draw to him low level units (the summon ability would summon several units, but they wouldn't be sacred or powerful ones)
Exemples :
- the antlered shaman hero from EA Ulm, supposed to have trained more steel warriors that any other shamans, could be able to summon one /turn (note that if you do that, you can't use him to research or forge items)
- A general hero (maybe multiple) could recruit basic units (lots of cannon fodder like militia, or some (2~3) medium or heavy infantry) from its nation
Of course this should not be used for all warriors type heroes, but there are several that could use this ability.