These should seem familiar to most people.
***** Sovereigns *****
-Strengths-
Merchant: City Income Bonus dependant on city size. Constructor: City production bonus dependant on city size. Conqueror: More XP gained when killing enemy units. Survivalist: Lower unit upkeep. Scholar: Lower research costs on technological researchSummoner: Lower essence cost and research point required for summoning spells. Casting Specialist: Adds additional Essence points.Archmage: Increased Essence pool, harder to dispell buffs. Famous: Increased prestige in cities and reduced hire cost for champions. Mana Focusing: Higher mana/essence return from shards and buildings. Sage Master: Lower research costs on spells. Charismatic: Halved penalty from negative diplomatic effects, lower cost for hireing champions.
-Weaknesses-
Decadence: Higher unit upkeep Pacifist: Less XP from killing enemy units Bureaucrat: City gold income penaltyTechnophobe: city production penalty
***** Champions *****
Cause Fear: Allows the unit a chance of inflicting paralyzing fear with any successful melee strike.Charge: Inreases damage of a unit's first melee strike when attack.Air/Earth/Life/Fire/Death/Water Protection: Reduces MagicType-based attacks damage by by 50%.Air/Earth/Life/Fire/Death/Water Strike: Infuses melee strikes with MagicType-based attack damage.Desert concealment: Allows the unit to travel unseen in desert terrain.Dragon Slaying: Extra damage vs Dragons.Extra Strike: Gives the unit an additional strike during melee.Fearless: Renders the unit immune to fear-based attacks and effects, as well as low morale.Forestry: Allows the unit less restricted movement through forests.Grass concleanment: Allows the unit to travel unseen in grassland terrain.Ignition: Lets the unit set fire to the ground underneath them as they move.Life Stealing: Allows the unit to absorb HP for each successful attacking strike.Marksmanship 1-4: Gives the unit increased proficiency with ranged attacks.Mountaineereing: Enables the unit to travel over mountains.Parry: Reduces the attack power of an enemy's first strike against the unit.Regeneration: Gives the unit an increased rate of healing.Round Attack: Allows the unit to strike out at all around them.Snow concealment: Allows the unit to travel unseen in snow-covered terrain.Trail of darkness: Adds Fog of War where the unit travels.True seeing: Allows unit to see concealed and invisisble units.Vision 1-4: Increased visual range.Swamp concealment: Allows the unit to travel unseen in swamp terrain.
How about having champions acquire (or have by default) different traits and weaknesses like sovereign does? That would add personality, and they'd be more unique than they are right now.
Not perhaps aquiring, but also DEVELOPING existing skills. Until now, only the basic stats have been allowed to be increased due to experience. I feel like allowing the existing skills (or that matter gaining new ones, like Forestry 1-10, Channeler 1-10 ) in addition to increasing basic stats like strenght etc would add alot of flavor to the game, making each hero unique.
Like some of your suggestions.
You might like some of the ones I suggested in this post: https://forums.elementalgame.com/394749
Right now I feel that the Sovereign Creation is not good for making a truly focused Sovereign.
Hmm Would Like to have a Skill Tree: Set form to pick from at Creation:
Such as: Skill picks at every 2 Levels: 2,4,6,8,10,12,14,16,18,20,...ect...
Skills unlock at certain Levels, you get to pick one every so many levels.
Most skills require the previous one in that skill family
Warrior Ethos: You are a natural born warrior, Skills in combat come naturally to you.
Skills:
Level 1: acquired at Lvl 2
Combat Stances, Block, Heavy Strike, Pain Tolerance, Defense Training, Attack Training, Enemy Weakness Humanoid, Fent
Level 2: acquired at Lvl 8
Improved Combat Stances, Block and Counter, Crippling Strike, Improved Pain Tolerance, Imporved Defense Training, Imporved Attack Training, Enemy Weakness Beast, Impoved Fent
Level 3: acquired at Lvl 16
Advanced Combat Stances, Preemptive Strike, Devastaing Strike, Advanced Pain Tolerance, Advanced Defense Training, Advanced Attack Training, Enemy Weakness Magical, Advanced Fent
Level 4: acquired at Lvl 24
Legendary Combat Stances, Preemptive Strike Block and Counter, Legendary Strike, Legendary Pain Tolerance, Legendary Defense Training, Legendary Attack Training, Legendary Enemy Weekness, Legendary Fent
Combat Stances:
The Focusing on how to hold your body to react to the battle field conditions. Improving Attack or Defense.
Aggressive Stance: + 50% attack -50% Def
Balanced Stance: The Basic combat stance
Defense Stance: -50% attack + 50% Def
Improved Aggressive Stance: + 75% attack -50% Def
Improved Balanced Stance: +10% attack +10% Def
Improved Defense Stance: -50% attack + 75% Def
Advanced Aggressive Stance: + 100% attack -50% Def
Advanced Balanced Stance: +15% attack +15% Def
Advanced Defense Stance: -50% attack + 100% Def
Legendary Aggressive Stance: + 150% attack -50% Def
Legendary Balanced Stance: +20% attack +20% Def
Legendary Defense Stance: -50% attack + 150% Def
Block skills:
Block: The skill to stop your opponents blow instead of countering your oppents attack.
Block Counter: The skill to block your opponents attack and counter attack instantly.
Preemptive Strike: Based on the skill of blocking you stop your opponets attack by stiking just before they can.
Preemptive Strike Block and Counter: Striking, before your opponets first blow, blocking the following attack and countering in one instant.
Strike Skills:
The Skill of Delivering extreamly powerful attacks by fuleing your attack with your essence.
Heavy Strike: +200% attack , Uses 1 Mana
Crippling Strike: +300% attack, Uses 2 Mana
Devastaing Strke: +400% attack,Uses 3 Mana
Legendary Strike: + 500% attack, Uses 4 Mana
Pain Tolerance:
The ability to shrug off or ignore physical injury.
Pain Tolerance: All damage is reduced by 1
Imporved Pain Tolerance: All damage is reduced by 2
Advanced Pain Tolerance: all damage is reduced by 3
Legendary Pain Tolerance: all damage is reduced by 4
Defense Training:
Intensive Training to improve Defensive skills
Defense Training: Def + 1
Imporved Defense Training: Def+ 3
Advanced Defense Training: Def + 5
Legendary Defense Training: Def + 7
Attack Training:
Intensive Training to improve Offensive skills
Attack Training: Att + 1
Imporved Attack Training: Att+ 3
Advanced Attack Training: Att + 5
Legendary Attack Training: Att + 7
Enemy Weakness:
The study of weakness of defrent body types: + 50% damage vs That Type of Creature
Humanoid: Man and like Creatures
Beast: The creatures of the wild
Magical: Creatures Summoned forth or Greater Monsters Ie Dragon Kind
Legendary: Improved damge to +100% vs all types
Fent:
The Skill of making your adversary react to a fake attack allowing you to get a strke in un-opposed.
Fent: 4% chance
Imporved Fent: 8% chance
Advanced Fent: 16% chance
Legendary Fent 24% chance
Lol This is all I can think of before I have to get to work.
Talent: Mana Regeneration = +1 to Mana Regeneration, Cost 20 points.
Talent: Expert Tactician = Units in an army commanded by the sovereign have first strike ability; non-summoned defending units have a 25% to make the first strike when attacked by an enemy unit. Cost 20 points. If both sides have Expert Tactician talent then no effect.
Normal: Enemy unit moves to attack, Enemy unit strikes then defending unit strikes
Sovereign with With Expert Tactician talent commands army: Enemy unit moves to attack, 25% defending unit strikes first, then enemy unit strikes
You may want to check out the "Abilities and Histories Mod" which does a lot of what your suggesting. Improving the abilities, histories, and traits not only make the game more interesting but also more valuable.
Unfortunately, there are some limits to what we can currently do right now with modding. For example, we cannot tie the Merchant's income with city size because there is no way to code it. We can, however, tie his income with city income and make him a multiplier. I also don't know the code for implementing cheaper wages yet. We also can't do anything with "progressive" skill development right now or increase XP gain.
I'd love to hear your feedback on the mod, btw.
Hopefully it's something SD can expand upon in the coming months, because variety is definitely one thing we need more of.
Ok, how about this idea:
For each new level, you add specialization points... depending on your various abilities (e.g. a Powerful warrior [STR], will receive more points in Weapons Specialization, Mighty Caster [ESS] will receive more Magic Specialization etc.)
Now, these points can be used to add traits to Weapons (or weapon types) and Magic (schools [fire/water/etc], or Specific Spells).
Now lets say you invest all your Weapon Specialization on Long Sword.
When your Sov. (equipped with Long Sword) enters Combat, he is truly a devastating Warrior. He will receive attack and damage bonuses based on his Specialization points.
He could even perform a coup de grace with a single blow, killing monsters instantly.
Same could be done with Magic.
Mastering Spells (investing a lot of Specialization Points in them) could bring a dedicated Spellcaster to Master the Fireball, casting it free of Mana, or maybe Giving out extra damage. The spell could even be layered, where investing more Specialization unlocks special traits of that spell... for intance, fireball, at higher levels of Specialization could hurt several enemies, could burn for several turns, could harm even fire-based creatures etc.
please comment...
Something that would "flesh out" the game without altering all that much actual gameplay:
The sovereign's profession, like Merchant or Miner, should define the title.
A Merchant sov named Hugo would be called "CEO Hugo" while the miner sov would be "Foreman Hugo".
This would mostly mean editing the few communication/interface bits so no really deep changes.
However, I would like the professions to have more actual game impact.They should set the tone of the game rather than being "just another stat I pick".
A merchant sov would be the only one who gets "organized" at 2 points cost, all others would pay 5-6.However, all the troops of this kingdom would never get a morale greater than 50 % by any means.And maybe all troops cold have the "Lay off" ability. while layed off they cost no upkeep but slowly lose HP and cannot be healed.Eventually, they dissolve. However, they can be reactivated before that, heal up, and become regular fighting troops again...
The warlord would get a "forced march" skill, allowing a limited form of "organized", maybe causing HP damage to the troops.
The miner would be enable his stack to cross hills at normal movement costs...
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