guspav said:Liches do have several advantages and drawbacks:
Pros
- They are immune to charm and chaos spells
- They don't need food (need to verify that)
- They have a fear aura around them that will make weak enemies run away immediately
- They get a 3 bonus in Intelligence (mundane troubles of mortals don't bother then anymore and thus are more focused)
- They look badass as evil warlords
Cons
- They get a 3 penalty in Charisma and a 2 penalty in Agility (they are walking corpses so they aren't pleasant to look at and they are stiffer than living beings)
- Most factions will consider them abominations and will try to destroy them on sight
- They can be turned/charmed/destroyed by high level clerics
- White bolts will damage them.
So, a trans-dimensional floating skull with gems for teeth? that sounds complicatedCHIMouttathisplane said:Since you can become a lich... how about becoming a demilich? It's the logical next step.
NevermoreGow said:i would suggest to decrease the +50 relation needed with native factions to get their special troops. as its taking me forever to recruit some,also 1000 denars for 1 unit and 72 hours cooldown to get another is a little too much in my opinion.
the migration option cost should be decreased as well as the 1 month wait time (i have over 30 villages so its a long and costly operation)
AstralVoid said:Lich Transformation info from guspav (mainly for my own reference, as such):
guspav said:Liches do have several advantages and drawbacks:
Pros
- They are immune to charm and chaos spells
- They don't need food (need to verify that)
- They have a fear aura around them that will make weak enemies run away immediately
- They get a 3 bonus in Intelligence (mundane troubles of mortals don't bother then anymore and thus are more focused)
- They look badass as evil warlords
Cons
- They get a 3 penalty in Charisma and a 2 penalty in Agility (they are walking corpses so they aren't pleasant to look at and they are stiffer than living beings)
- Most factions will consider them abominations and will try to destroy them on sight
- They can be turned/charmed/destroyed by high level clerics
- White bolts will damage them.
Aside from the basic stat bonuses/penalties, a bit of flavor to their power would be great to make this costly transformation more interesting. White bolts not (currently) being used by any troops, enemy or ally, practically negates that disadvantage entirely, unless you decide to try hitting yourself with one, but becoming vilified by most factions (presumably just about everyone except the Lich King himself) is a huge drawback.
Perhaps it can force your Necromancy skill above the normally available 10 to make raising vast armies of undead easier, and eliminate undead breaking free of your control, provided you have a Necromancer's Staff in your character loadout as well. If possible, remove the morale penalty for large parties of all exclusively undead troops, and increase the maximum party size by a reasonable amount to compensate for the fact that a large chunk of your army will end up being relatively weak hordes of units.
Barring that, the option (which could be configurable at camp, under the Necromancy menu) to raise smaller numbers of more advanced units after a battle, created at a fraction of the rate of fodder troops, but proportionally stronger. Something the size of a balrog, but composed of many corpses of fallen enemies, to end up creating a sort of flesh golem or abomination shock trooper of sorts, like an unholy version of the mage's animated constructs.
I've always had a bit of a fascination with the concept of raising the enemy's numbers against their own; not having to worry about supply lines, recruiting or food, just an all out war of attrition due to every loss for an enemy being a gain to you, even if it ends up being cannon fodder troops like skeletons or zombies supplemented by a few heavy shock troopers and spellcasters. I haven't found a good "lead a horde of undead troops risen from your enemies" game since Diablo 2, so this portion of the mod is the most fun for me.
SmurfInHell said:A way to store units at say Four Ways Inn. They still cost denars to stay per week (along with an extra cost if they need to eat). I find it tough to accomplish goals if it physically requires me to be a vassal to gather large numbers of followers. I need a place to store units for a lot of various reasons, and I can see it being a great gameplay mechanic. You could store units there in case you get captured and need a quick fix for some units, a second batch of people to help you fight that insane hellspawn group (after of course losing your first 100), and so on. This could really be helpful for those who don't want to position themselves in Calradia affairs until they have built renown or accomplished other goals.
Notsure said:Theres been some shift in my games but mostly in the swadian lands/nords, it would be great if there was some way to spark conflicts it would be even better if the "evil factions" would focus on the good ones. Hopefully when something like diplomacy is implemented things would be more lively.