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[First off, how about making a research tree that can lock out techs based on what techs you have researched? ]
Yes, you mentioned this idea before and I think it's definitely an interesting idea, and will lean toward this direction for sure.
I think there should be two tech skill at the very beginning of the tree, one for Good one for Evil, and researching one of the two unlocks the whole branch you chose and locks the other one.
And maybe adding neutral as well potentially.
[As for units we will start with the Martyr. So, not the most useful of unit save for helping your more important units stay alive longer. Interesting story on that one. You see, on a resource encounter I fought a martyr and a dire penguin. The martyr had placed it ability on the DP after I had reduced the DP down to about 1/4 its hp. My leader hit the DP 3 times doing less damage to the DP than the DP's lifesteal. The second hit ended up killing the martyr and the 3rd killed the DP. Was a good laugh, but further showed the weakness of the martyr. So, once one has the martyr tech done, how about another tech(s) that enhance that skill it has.This is what the martyr is supposed to do so lets keep it there. For good, it can add a defense buff to both units, say +2 armor and/or resistance, where evil would change the ability to a two target skill, one to select an ally and the other an enemy. Both good and evil would be a one time use.]
Martyrs do feel a bit lackluster for sure, and they could definitely benefit from some sort of buff, whether it's their raw power or their utility. I am leaning toward the 2nd option atm :)
[The crusader feels rather balanced to me personally so beyond just changing it to: good = tank, evil = damage, maybe give it a heal for good (combat only) and a life steal for evil maybe. I tend to use this guy a lot once I get him as he is a great front liner. More so if you get that mana tree (can't remember what it's called) and get the special building that give armored units +2 armor and +1 resist.]
Yeah I agree as well, crusader feels actually useful esp early game, so I would not do too much on them apart from some small utility or ability buff. Like an aura maybe :)
[The evangelist is an interesting one. Beyond it's support abilities, it's known for conversions. This is strong enough, but need something to go with the theme if you wish. I'm thinking a buff to the converted unit as a "reward for converting" kind of thing. A permanent one would be a bit OPed so maybe just for that fight. Possible gain the Dedicated to () stat as a permanent state though]
Good idea as well, to promote the conversion aspect of the class, which is its main thematic.
[The exalted could become a support or irregular unit for good and the evil would get drain and/or greater life steal maybe. Beyond exalted martyrs, they don't fill much of a niche save a flying infantry and not that strong of one. Week by no means, but for a T3, feels lacking. Possibly a spirit damage boost, or even a self aura that deal spirit damage upon being attacked perhaps. Though the aura would be something cool for the exalted martyr, and the aura could affect both targets.]
Pretty much agreeing as well, more supportish if you go good, more aggressive if you go evil :)
[Shrine of Smiting. Now, this thing is fun. It's strong enough on it's own so best to give it support abilities. Give it an aura for the whole stack that makes all units Devout. remove the bonuses it recieves for devout units and change it to bonuses from dedicated to (). Good: All units regen +2/turn. Evil: All units receive life steal (if unit has life steal then it gets greater life steal). Whether or not you wish to give it either offence or defense against Dedicated to () that's on you, but that could be a bit OP.]
If it's technically possible, why not, but I would argue it's likely that 100% of the army would be dedicated to evil or good, so that's basically a +X% buff dmg based on the number of units. The concept is good, but there need to be some conditions so that it's not too easy to have a full army dedicated to evil or good.
Because the problem could be that the mod basically completely forces you to use Keeper of the Peace or Shadowborn and we do not want that.Theo should still have the choice to pick something else even when playing with the mod. But I think it's overall doable, we just need to make sure the theo tree itself is sufficient enough to warrant an orientation for the player without having to choose the 3rd DLC specs.
Overall I like most of your ideas for the units, but I will want also to add some strategic spell & battle spell as well as a new unit, but this is a pretty good basis to start for sure so thank you very much for putting this together, it will get used for sure !:)
Never paid attention and only few survived to do so. I'm hoping they get to keep the perks at minimum and maybe a bit of the stat boosts to. Now this has a purpose here as the new unit should evolve from the exalted, and is not possible to get any other way. Can not build or summon it. Basically it's a tier 4 flying unit that is multi roled in the fact it can do melee, ranged, and support abilities as well as a charge ability (cause you know, wings + divebomb + gavity and all that) and maybe first strike. Probably considered to be an irregular unit type. Before we get to more stats, let's take a look why this is interesting.
So besides no other class or race having an evolved only unit, the fact that it (should get a bonus for evolving has a 2 fold advantage. First is due to the fact evolution is the only way to get it, it should gain a benifit from doing so besides it just being a strong unit base, thus making use of a feature in a cool way. Last, it would give the martyrs a whole new reason to exist besides being a battery. Starting with the martyr and evolving all the way to this T4 unit would give it a power boost (again, only if there's a bonus to evolutions.
As for the capabilities, well, besides what is mentioned a boost to all stats, a bonus to spirit damage, and a bonus to racial abilities. Like Draconian would do fire damage on attack (id the exalted already does this then it get boosted) bonus to fire defense (either 0.5 boost or a flat 10%), and for ice, either increase it's resist or worsen. Lore wise the entity focused upon it strengths and for gone it's weaknessess. Ultimately, this unit should be on the powerfull side due to the one way to get it is not going to be easy and there are ways to make it harder. Balance would still be uo to Moder and community.
So first of all, you can do what you want with the evolve ability- technically speaking, it's not a transformation, it's a replacement, so you can do what you want with the new evolve unit. You can make it weaker, stronger, add abilities, remove abilities, etc etc.
Overall having some kind of super angel being evolved only from the Exalted sounds pretty cool in my book too. Actually you may have missed it but if you look at my Necromancer mod, I did the exact same thing with the Eldritch Lurker, which is an evolve only creature from the Bone Collector.
Regarding all the bonus / abilities advantages the unit could have, this is more micro-design than macro and it will be open to discussion even after the mod came out :)
I like Ascended too :)
Ascended is more badass I feel ^^ it's like above exalted, like heroine is above marijuana you know ^_^ (not sure if my example is that good btw :O)
What about Herald of the Devil // Herald of the Good or something like that ?