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  #41  
Old January 15th, 2009, 08:22 PM

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Default Re: Conceptual Balance Mod 1.4

returning to the master of games, for both ermor and pythium
I believe I have located the bug.

They reference weapons 770, and 771 which are not in the .dm file, nor are they referenced as weapons in Edi's db. At least not 3.17.
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  #42  
Old January 15th, 2009, 08:51 PM
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Default Re: Conceptual Balance Mod 1.4

Lol, a great reduction.
Still a bit of Blood wasn't a bad touch for a "Demon Whip"...
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  #43  
Old January 17th, 2009, 05:47 PM

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Default Re: Conceptual Balance Mod 1.4

Due to a bug, Nature, added to a pretender, gives no benefit, unlike virtually every other path.

I'd like to suggest adding regeneration to the Green Dragon
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  #44  
Old January 17th, 2009, 06:01 PM
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by chrispedersen View Post
Due to a bug, Nature, added to a pretender, gives no benefit, unlike virtually every other path.

I'd like to suggest adding regeneration to the Green Dragon

What? What bug? What benefit?

None of the other sorceries give physical benefit to mages with them, just increased leadership ability. The increased supply creation from Nature isn't that much worse than, say, ability to lead few more magic beings (Astral) or undead (Death, Blood).
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  #45  
Old January 17th, 2009, 06:05 PM

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Default Re: Conceptual Balance Mod 1.4

Earth gives prot.
Fire gives attack
air give precision.... etc.

IF you are a being that already has regen (gaia etc) at one point nature used to increase your regen.

Many of the mages got some bonus under CBM. I'm suggestion something I believe would be thematic for the dragons. Dragons are *not* popular chassis, and so like many of the other unpopular choices, a minor boost would not be untoward to increase competitiveness
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  #46  
Old January 17th, 2009, 06:47 PM

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Default Re: Conceptual Balance Mod 1.4

Nature gives supply bonus.
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  #47  
Old January 17th, 2009, 08:53 PM
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Default Re: Conceptual Balance Mod 1.4

Plus more years to get old of age, 50% bonus per level or something.
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  #48  
Old January 17th, 2009, 08:56 PM
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by chrispedersen View Post
returning to the master of games, for both ermor and pythium
I believe I have located the bug.

They reference weapons 770, and 771 which are not in the .dm file, nor are they referenced as weapons in Edi's db. At least not 3.17.
Doesn't have to do with Returning, I think, and definitely not with CBM, because IIRC I got this on new heroes in a game of mine as well. I reported this, but so far the understanding is that it's random data corruption that can't be traced to a specific section of the code and isn't worth the time to hunt for it. If you found a way to reproduce this problem, then go for it and describe how so that the problematic part of code might be dug out and corrected.
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  #49  
Old January 18th, 2009, 04:56 AM

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Default Re: Conceptual Balance Mod 1.4

Why do you mention Returning lch?
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  #50  
Old January 18th, 2009, 05:34 AM
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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by chrispedersen View Post
Earth gives prot.
Fire gives attack
air give precision.... etc.
... and water increases defense. However, only the four elemental paths give stat bonuses.

Astral increases magic leadership, Death and Blood increase undead leadership, Nature increases maxage and gives supply bonus.
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