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  #61  
Old November 2nd, 2005, 04:30 PM

jeffr jeffr is offline
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Default Re: vine whips in conceptual balance 4.0

Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability.
Damn There goes one strategy out the window. AOE + entangle seemed like a powerful combo.
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  #62  
Old November 7th, 2005, 05:58 PM
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Graeme Dice Graeme Dice is offline
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Default Re: vine whips in conceptual balance 4.0

Quote:
Turin said:
it does 9 armornegating nostrength added damage. So you will always deal 9 damage if you hit regardless of strength and armor.
9+2d6-2d6 actually, but it will average at 9 damage.
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  #63  
Old November 15th, 2005, 01:37 PM

silhouette silhouette is offline
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Default Re: vine whips in conceptual balance 4.0

Quote:
jeffr said:
Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability.
Damn There goes one strategy out the window. AOE + entangle seemed like a powerful combo.
Well... only if you are thinking about it only from the offensive point of view. I still remember the first time I put a vine shield on a tartarian and attacked a triton province. It's pretty close to the same thing

Sill
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  #64  
Old November 15th, 2005, 07:30 PM

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Default Re: vine whips in conceptual balance 4.0

how about something that radiates heat with charcoal shield, vine shield and chi shoes/horned helm (to attack)
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  #65  
Old December 2nd, 2005, 04:08 PM

Oversway Oversway is offline
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Default Re: vine whips in conceptual balance 4.0

Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability. Same with the star of heroes anti-armour ability. Next version should correct these by finding a different way to boost them.
Its been awhile, but the false fetters morning star got AoE in this mod? I don't think that worked, either.

All in all this is totally a great mod, and nearly everyone agrees since almost all mp games that I've seen posted use it.
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  #66  
Old December 17th, 2005, 02:47 AM
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Default Heroes in 5.1


Ouch! Is it really intentional that some "heroes" have a morale of _8_??? Broken Empire Ermor gets Zirru the Grand Thaumaturg who's fairly decent - but I find it hard to believe that any national hero is supposed to have morale 8. Unless maybe they're hobbits, or otherwise mentioned as being cowards.
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  #67  
Old December 19th, 2005, 07:25 AM

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Default Re: Heroes in 5.1

no it doesn´t make much sense. He has a morale of 7 actually in the base game and I overlooked that incredibly low score when making the hero mod. Should be fixed to 13 or 14 if a new version gets made . Thanks for pointing it out.
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  #68  
Old December 19th, 2005, 12:06 PM
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Default Re: Heroes in 5.1


Yeah, I checked it last night and even in the base game he comes with 7 or 8. Think it's a bug of sorts.
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  #69  
Old December 19th, 2005, 01:55 PM
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Default Re: Heroes in 5.1

Any idea on when an "official 5.1" may be finished? Q.M.? Not badgering, just wondering if it's in the works.
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  #70  
Old December 29th, 2005, 07:19 PM

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Default CB 5.2 released

The attachments on first two posts have been updated to the latest version. Readmes are still unfortunately 5.0 until Edi returns or someone takes up the project.

Highlights of 5.2:

*Boots of flying bug fixed

*Vine whip and star of heroes rebalanced, no longer AoE

*Hammer of the mountains now 100 damage unique artifact

*Minor nerfs to vine people (men and ogres slightly less prot, ogres and kings slightly less HP, kings cost slightly more)

*Treelords once again immobile

*Supplies and resources somewhat more common

*Amulet of vengeance, knife of the damned, star of thraldom, star of heroes, horn of valour, whip of command, and champions skull are all now trinkets

*Wraith sword is now 15 damage

*Wyverns are now 5 gems

*Demon Jester's AN weapon toned down to 1 damage
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