mercav 说:
One of the things I thought was missing was the lack of cavalry for the elf (outside of the horse archers which you need the female elf's for)/drow/orc/dwarf factions. I know this is very well done conceptually but not kinda is annoying in how slow you move with their units. I didn't get far enough to notice if the other new factions had cavalry.
Something I thought would be interesting is to reduce the damage for the AoE spells and remove the magic resistance feature, or just have it be based on armor. I also think the single target spells need to have a damage increase. I first started this with a hacked character to try out some of the new features and did no damage to some of the random bandits and had maxed out magical damage. On this note, how do staffs effect spells and will their be a healing spell?
Currently, there aren't many cavarly troops, elves have only the horse archers, the necromancers have the unholy knights and the clerics have some knights.
Drows, dwarves and orcs are infantry based. I might add some cavalry to drow and very probably to orcs later on.
There's also the Calradian troop tree, they are for balancing out armies for a relatively low cost. They do have capable cavalry as well that will not conflict with any faction morale-wise.
That is odd about the single target spells doing little damage, take note that mage robes, staves and hats have a large influence on the magical damage (they all add to the multiplier), while almost all other armor causes a very large penalty to magical damage. I'll check the numbers and see what I can do to rebalance the whole thing if needed.
There is already a healing spell (though the AI doesn't know how to use it), it's the white bolt, it causes damage to undead and heals targeted living creatures. The vampiric bolt also falls into this category.
Are you going to remove the mage troop tree from the taverns as you can get them in towns now? Also, can you going to remove one of the m/f mage troops types or change one of them? How do you get the female elf units (also nuns and golems) now?
A bug I seem to have is a repetition of a faction's leader losing face because they didn't respond to a new faction's provocation.
Have not used necromancy yet, but I am surprised that since keeping in line with the D&D theme you have not mentioned the possibility of the maximum number of undead you can create with it will be based on some equation like level*necromancy skill.
I am not sure if I should remove the mages from taverns, since all factions do use them to some degree. Perhaps I should make a lower powered mercenary mage unit for this purpose.
There is a feature to hire faction troops directly in the faction cities, but you need to have a positive relation with the city of at least 10 for the menu option to appear, male and female elves can be recruited this way. Note that the higher your relationship with the faction and city, the higher quality the troops will be.
Golems aren't recruitable as of yet, I thought them much too powerful to get very easily, but perhaps in the mentioned menu they could be recruited for a heavy sum.
That message about the leader losing face needs still to be rooted out to get it adjusted to the mod. It did get a bit less frequent with the latest adjustments.
Necromancy is based purely on the necromancy skill, the higher it is the more powerful troops you'll get. You'll also get a reputation hit and sustain heavy damage from using it. There's no current limit to the number of undead you can recruit as long as you have enough hit points for the "ritual".
Are you planning on adding more villages/towns castles for any of the factions?
I also liked the ability to recruit from towns you are allied with. Have not yet done this in the new patch but is it always going to stay at 10 troops?
I might add more towns castles and villages, but for that I'd need a new map, since there isn't much room for that currently.
Taking into consideration that one can recruit 10 troops a day from cities, I believe that is sufficient for the moment.
FinnishKnight 说:
When i start to load an game it says: Load error: invalid number of troops 18939. And then the game crashes
Yes, that is because the troops file (and some others also) were updated heavily. As I stated before, this version is not save game compatible with the last one.
Thanks for the feedback, that is the best way of really improving the mod
