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Post by Boaster on May 19, 2006 8:50:30 GMT -6
I am basically re-doing all of the Creature Level up mods. Currently, all creatures that start above level 6 six will recieve the modifiers for those 6 levels. Soon, that will be changed, for easier management of Creature types.
Also, Creatures such as the Wisp, Golem, Unicorn, Stag and Ogre will start at Level 3 or more, but gain additional levels.
The Wisp will start at level 3, and progress to level 5.
The Ogre and the Golem will start at Level 5 and progress to Level 6.
The Unicorn and the Stag will both start at level 3 and progress to level 6 (or 5, I haven't completely decided).
The final levels for each of these units will not follow the normal progression. In fact, I believe Golems will be recieving only an Armor Bonus and Attack Rate bonus, whereas the Ogre might be recieving just a +10 health bonus.
More details will come as I progress in these changes.
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Post by l'Ancien on May 22, 2006 14:49:12 GMT -6
That's a clever idea with the skeletons getting experience from the caster's experience. I like it.
Does that mean you are considering letting the new skeletons join a previously summoned group? If you do, would it be possible (since skeletons can't be resurrected) to allow new skeletons to replace skeletons lost during the current fight? That way the relative weakness and fragility of the skeletons would be compensated for by the basically unending supply. As long as someone dies, and the necromancer has mana, the skeletons would just keep coming. <Shiver>
I'm interested to see how the level changing on more creatures goes. Once you'd started that process with a few creatures, I felt like it was severely lacking on the ones you hadn't gotten to until now. That's awesome.
I'll check back later, and when you get the kinks worked out I'll download another version.
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Post by Boaster on May 22, 2006 15:13:10 GMT -6
That's a clever idea with the skeletons getting experience from the caster's experience. I like it. Does that mean you are considering letting the new skeletons join a previously summoned group? If you do, would it be possible (since skeletons can't be resurrected) to allow new skeletons to replace skeletons lost during the current fight? That way the relative weakness and fragility of the skeletons would be compensated for by the basically unending supply. As long as someone dies, and the necromancer has mana, the skeletons would just keep coming. <Shiver> I'm interested to see how the level changing on more creatures goes. Once you'd started that process with a few creatures, I felt like it was severely lacking on the ones you hadn't gotten to until now. That's awesome. I'll check back later, and when you get the kinks worked out I'll download another version. I've been thinking about the new Summoned Skeletons joining already established groups. I'll have to run some tests and see how that goes. Also, another update coming soon will cause previously saved games to be corrupt. I will be re-organizing some unit stuff. Currently, you will see two different Life Warlords in the the Lord Editor, because the Life Lord is listed twice. I will also re-organized the Marauders by faith and put the "City Gate" and Polymorphed Animals to the bottom of the list. But due to the limitations of the game, we'll all have to do without some Legendary creatures and Marauder Creatures. On the upside, the Siegfried Champions and Holy Knights are purchasable. But I'll see about the Skeleton stuff.
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