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#31 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 24
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Well, I plan on balancing the game out a little. Or better put, to make all units useful (the Imperial Assassin is decent, for example, but pales in comparison to the Elven Archers - I want to change stuff like that).
Found out EVENTUALLY that the game crashed all the time because I needed to reset Steam as well...not only Disciples... ![]() Anyway, not giving up for now I still have hope, as I have managed to create a new type of attack (apparently with a decent DBF editor/manager you can add stuff to the database - SWEET! )This will help us a lot on our plan to make units/leaders unique. I'm still testing, so this may take a while ![]() But one question, what will be unique about the Forest Liege? I was thinking about giving him the double attack, and leave the Knight with armor only? Or perhaps they both could have a 2 hit attack? Hmmm...we'll see... |
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#32 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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Hmmm. The Liege maybe should move more per turn? Or have the full 60 initiative? Elves are all about initiative, after all. We should also have more leaders that grant positive boons to their units or themselves. Maybe alternate attack on Liege giving %50 bonus to a unit for a turn? I think its good to have some leaders better short-game players, and some, like Pegasus Knight, long-term.
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#33 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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I made over 30 changes. Shall I post?
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#34 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 24
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Please do, I've been swamped at work; had to do some stuff during the weekend...God damn corporatism
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#35 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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Sad that an attorney in NY is working on this stuff, huh?
Ok, here are my changes. The $ means I implemented it already.Empire $Angel: Life source, 95% hit chance, -600 exp Holy Avenger: +5 damage $Archangel: Cure $Wizard: +5 initiative $White Wizard: +10 initiative, Frostbite, -10 damage $Archmage: +5 initiative $Pegasus Knight: Extra attack, -40 damage, -50 hp, 20 armor $Ranger: +10% accuracy Clans $Dwarf: -30 exp, +10% regeneration $Warrior: -100 exp, +15% regeneration $Veteran: -275 exp, +15% regeneration $Venerable Warrior: +10 damage, +20% regeneration rate, +30 hp $Dwarf King: -5 armor, +15 initiative, +25 damage, +25% regeneration, +50 hp $Runemaster: +20 damage, +20% regeneration $Hill Giant: -100 exp $Rock Giant: -100 exp $Tempest Giant: +20 initiative $Elder One: +20 initiative, +100 hp $King's Guard: +5 initiative, +15% regeneration $Loremaster: +10 damage, +15% regeneration $Engineer: +5 damage, +15% regeneration $Dwarf Champion: +10 damage, +10 initiative, +15% regeneration $Axe Thrower: +5 damage $Crossbowman: +10 damage $Forge Guardian: +15 damage $Flamecaster: +15 damage, +20 hp Legions $Infernal Knight: +25 armor, +20 damage, +275 exp, Fiend Poison (15/40%), -70 hp $Anti-Paladin: +200 exp, -70 hp, +25 damage, -5% accuracy $Devil: -50 exp $Demon: -50 exp $Moloch: +10 damage, +30 hp, -675 exp $Beast: +155 hp, -400 exp $Overlord: +20 armor, - 70 hp, -70 damage, extra attack $Abyssal Devil: +100 hp, better paralyze, +35 damage $Tiamath: +255 hp $Demon Lord: +10 damage, +30 hp, -275 exp $Berzerker: -50 hp, +20 damage, -10% accuracy $Possessed: -30 hp, +15 damage, -15% accuracy $Sorcerer: +5 damage $Demonologist: +10 damage $Pandemoneus: +15 damage $Modeus: +25 damage $Duke: +15 damage, -10% accuracy $Archdevil: +5 damage $Baroness: Polymorph in place of Fear $Counselor: +3 move points Neutrals Thug: +10 exp per kill Master Thug: +30 exp per kill |
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#36 | |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 24
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Quote:
Rod placers should also have 2 leadership, and "inferior" unit branches should be strengthened, such as the Inquisitors, perhaps add a dual attack like in D3? |
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#37 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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First, your individual questions. Yes, Overlord has blister still. As for WhiteWizard, I felt a change-up with a dot like blister or frostbite would fit. A Static Charge name with a Air based attack would be better, but Frostbite is all we got
I think that the mage-archer leader balance is fair as is. Archers have two advantages: they can, at mid levels, eliminate any back-row unit immediately, and they have much better mobility. Archmage and Loremaster are almost unplayable due to 20 base movement and no flying, in my opinion. A late game mage will deal over 120 damage to all units, but not necessarily before their archers can act. A pair of Imperial Assassins or Gargoyles can knock him out asap! |
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#38 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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And I second your +1 leadership idea for rod planters. I have wanted to add leadership (or substract) to various leaders, but I cant think of a way to balance it right.
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#39 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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We should discuss the Undead, and Neutrals.
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#40 |
![]() Join Date: May 2009
Reputation: 75
Posts: 517
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Interesting mod, I downloaded the Unit Stats Editor Beta 3, is this still what you guys are using for this?
Also by page 3 I figured it's about time for a third person to post in this topic
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#41 |
![]() Join Date: Feb 2012
Reputation: 0
Posts: 24
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Yes we are sir.
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#42 |
![]() Join Date: Jun 2011
Reputation: 60
Posts: 345
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So can this be used to make it so Polymorph effect breaks at the end of a units turn intead of at the start of it?
Would make the Legions' Witch line useful vs just going Incubus. |
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