Can there be a forgotten weapon has led to the cataclysm? It may be super units have been created to destroy the sorcerers, dragons and other elite beings or to protect the sources of mana. After the cataclysm, they would be able to sleep and waiting the emergence of special conditions.Such conditions may be - increasing strength magicians in the world, a diplomatic victory of the people or fallen, the use of high % of sources in the world of magic, or something else. Further their behavior would be:Attack on the won a diplomatic victory, or in other circumstances the awakening of the capture sources manna elements and turning them into a base for attacks. In any case, it would brighten up the late game.
The reason why they can not detect the beginning or middle of the game:1) They have gone deep into the ground2) They live under water3) They are in another dimension...
Who they are:1) There is created magic.2) Elementals elements.3) Summoned monsters from other worlds.4) Being immortal of this world. May receive immortality during or shortly before the cataclysm.5) Perfume magicians of the past, before the cataclysm that turned into obedient soldiers.
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Sounds like a fun mod, I'm sure the scripting engine will allow you have triggers and what not.
From what I've heard already, ancient monsters and weapons will already be popping from the ground. The devs hinted at very rare extremely powerful monsters that might break from their earthly prisons. A lot of elements are randomly chosen to make the game more interesting. In some worlds, say, a giant volcano unpredictably explodes, and in another a great demon is chained at the bottom of a dungeon waiting to serve the one that frees it. Things like that.
At a later original game (without mods) anyhow disappears PvE element? Although it may be canon.
I don't know what you mean by this, but I assume you are asking if the PvE element disappears. It shouldn't, but who knows. I think the environment will continue to a threat from what has been said.
Not only that. Yet it seems that a diplomatic victory in its usual form is too light and kills a play. Now, if after a diplomatic victory would prove the right of union to life in a super complex PvE, it would be much happier.
Or as in "Fall from Heaven II" just to make counter Armageddon, or something like that, that would be the end game independent monsters are all yet had their weight and PvE was important.
PvE is well implemented in dominions3 the example of Horror. Very strong neutral units attacking strong heroes and gods, or those who were marked by horror mark.I think the world's Elemental: War of Magic after the old war were to remain similar to hunting monsters for magicians.
System-hunting magicians can do on similarity Troll Pass, but generated by the units will wander all over the map and location will be located in difficult accessible place on the world map. Tactical battles with generation of its units must differ in complexity from fighting with all other types of units.
Apocalypse makes for bad sequels. If you haven't played Dungeon Siege II and the extension Dungeon Siege II: Feel Really Guilty for Playing Dungeon Siege II, take my word for it. I know for a fact that the development team had practicing Quakers on it, and religious pacifists add bad themes for war games as a function of their life goals. Letting Quakers kill the franchise strikes me a bad business.
What would make sense to me is a sense that the "Spell of Mastery" is also a imposition of mastery of self to keep the wildly powerful wizard who casts it from going b-b-b-bonkers. This may be an expansion set idea, but developing sanity as a skill should help the wizard on track when developing additional power. Trading that off with the requirement for action so you don't end up with a bunch of zen masters who sit around doing nothing strikes me as making sense. This also drives the development of monestaries dedicated to keeping the wizard from going off his rocker.
There's a lot of good backstory plot material in this approach.
"Sanity as a skill." That phrase alone more than half sells me on an expansion pack. Even better if the base game might include something along these lines. Growing from a fairly humble world-restoring wizard to a potential world-wrecker really should include facing some psychological risks, and a schema for those risks could help AIs act like proper mad geniuses if and when they fail that sanity skill-check.
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