There is a different attack for fighters called Whirlwind that does damage in a radius. Bring some axes to mass sunder those prone units. In addition to losing a turn, they lose half of their defense. Sweep is awesome if you know how to use it. I am working on a unit package, but it takes forever to get the right number of units. The faction AI quite simply has trouble with the puny unit designs it has. We want balance, but you have to realize that some people are infinitely great at the game. Epic pacing will take most of your life to get through. The mod is designed to provide infinite challenge at the higher difficulties. The world difficulty increases how fast lairs upgrade. I like them on Chuck Norris as it provides a side step from Expert. The faction AI can be set to expert or higher. You tried to play on expert? Are you mad? I don't ever play above a normal world difficulty. The AI wasn't in better shape than me, but all we did is try to avoid the monsters. (note- by this time, monsters were stacking, so there were like 6 bears (2K+ hp stack) in one place. While they didn't deal a lot, just dealing that much raw damage is nearly impossible without end-game units. I lost a city when a group of enemies attacked me, some with 66 health, and some with 460. A bear had roughly 300 health, twice as much as my level 4 juggernaut, and 5 times as much as a stack of mouth-breathers. Playing on expert (1.5times health), monsters had health in the hundreds. The biggest issue I encountered is monster's health. I started with death II on my warrior, went path of the assassin, and had 2-3 options only. The paths should, preferably, have more than two upgrade options. The governor path do not yield exp, as already been mentioned. I think that letting it cause some damage (say, 30% of attack+20% for knockdown) will be better. In this regard, the warlord's Sweep seems weak- it's only useful against 4 or more enemies, as prone stuns for one turn. I liked the new sovereign classes- choosing each of the different professions feel a lot better when they are all good. These do better damage and lightning resistance is extremely rare. They can use Leht Staff and Staff of the Oncoming Storm. They can go all Conclaves, get all the unit bonuses and crystal production increases. This is the main reason why Pariden is so strong. You can image how ridiculous that kind of weapon gets. Hitting 6 units is a hugely powerful thing. Going to tier 2 staves fires in a radius of 1. Getting Glyph Stones further increases damage, but then you are spending massive amounts of crystal. That is better than any weapon against better armored units and you are at range. You can add the two rings to get 3-6 damage. Attack bonus traits don't work on elemental damage, so you should stick to accuracy and initiative. That means 20 initiative plus any traits you use. The staff has no weight, allowing for full leather and the staff at 40% encumbrance. Sorry Werewindle, I cut out the burning from staves. For now, try it out and please provide feedback. This will be explained in detail in the Mod Explanations section. The basic concept is that each tile must be fought for in a war against the world. I will be primarily focusing on rebalancing monsters to provide appropriate levels of challenge throughout the game. For now I want to get a core depth to tactical battles. There will likely be many more changes and content additions. I will provide links to charts and descriptions of what I have changed and why. I want to add depth to my scales of balance. Balance is a word for making things equal. First and foremost I offer more strategic and tactical depth. There would be no reason to play if I did not offer things a master needs. Welcome to the Master's Affliction.īut not everything I do is to cause you pain. I will lure those that think themselves masters of magic straight into the pits of affliction. I will give true power to humanity and watch them destroy themselves. I will populate it with terrible beasts and ancient demons. Humanity is nowhere near sufficiently scared. Cities do not grow from fledgling villages into towering dominions. There is not danger, no survival against impossible beasts. The world is but a piece of cloth, on which simple empires are built. This can't be accomplished in the realm of the Fallen Enchantress. I want, nay need, the realm to devour humanity. My thirst for strife is impossible to satisfy. The realm that was finished is quite simply too soft for my tastes. A realm where the monsters have lease and ancient demons rule. I believed too much in a realm of chaos and desolation. When I read the description for Fallen Enchantress, I imagined Pandemonium. To give sum to this realm which I have created is simple: Some day this pain will be of use to you either to conquer or die. III and Werewindleĭ olor hic tibi proderit olim a ut vincere aut mori
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