Released 10/15/2012
Content
Added the Ignys Shortbow
Added the Twisted Ankle injury
Added the Twisted Knee injury
Added the Recruit Bandit spell (only sovereigns with the Bandit Lord profession can use it, converts a bandit to your side in tactical combat for 25 gildar)
Added the Revelation city enchantment (magic tree unlock, +1 research per essence)
Added the Arcane Forge city enchantment (magic tree unlock, +1 material per essence)
Added a pony
Fixes
Fixed an issue where magic immunity was making the units immune to special abilities
Fixed an issue keeping the Sacrifical Altar from being able to be built
Fixed catapults so they work in autoresolve
Fixed an issue keeping multiple word items from linking correctly to the Hiergamenon
Fixed an issue that could cause summoned creatures to lead armies
Disbanded units don't fall dead anymore
Fixed a String Not Found error on the world setup screen
Fixed an issue that can cause the action pane to not showup if autocast spells are used in a battle
Fixed a crash when disabling shadows
Fixed an issue that caused a troll to survive combat if his regen was enough to heal back from his death blow
Fixed the Scarred trait
Fixed an issue causing resources to be hidden under fow after loading a game
Fixed bug that caused units with moves left to not get to their destination (running in place)
Fixed deadlock related to updating cities
When an army without a champion gets loot, that loot goes to your sovereign (instead of being lost)
Fixed an issue with Death Demon animations that would cause missing damage numbers and other wonkiness
Fixed an animation issue with Ogres using the Hurl Boulder ability
Fixed an issue that could allow the AI to stack non-stackable enchantments on a unit
Fixed an issue that was keeping the spell damage displayed in tactical to not take abilities into account
Fixed an issue keeping city defenders showing up in their medallions on the city info screen
Fixed the Guile ability
Fixed a hang if you use Ctrl+Alt+Delete while playing
Fixed an issue that could cause black squares to show up on the cloth map
Fixed a bug keeping some consumables from give item popup (recall spell, etc)
Fixed floating waterfalls (despite tlc's recommendation our art director chased them all down)
Players and monsters no longer move during the same game phase
Fixed a bug where units would play their death animations twice (yes, we get it, you died. We aren't handing out oscars here, get on with it)
Fixed moonwalking units (I wonder if MoM ever had these issues)
Fixed a delay when Haunter's cast the Curse of Cyndrum spell
Curse spell now correctly removes Pierce defense
Fixed a crash when cycling through ai cities on the city info screen
Fixed an issue causing city defender icons to be empty
Fixed an issue allowing you to get special unit traits (juggernaut, iron golem, etc) on normal units
Fixed a bug where spells applied on melee attack or defense only applied the first modifier
Balance
You always have at least a 3% chance to hit a target
You always have at least a 3% chance to miss a target
You always have at least a 3% chance to resist a spell
You always have at least a 3% chance to fail to resist a spell
Reduced the research rate modifier on large maps from 1.6 to 1.5
Switched the bow form the escort noblewoman quest from the ignys longbow to the ignys shortbow
Lowered the gold reward on the escort noblewoman quest
Lowered the gold on the Rats in the ruins quest
Reduced Aura of Grace to +1 init per essence (instead of +2)
Reduced Aura of Might to +1 defense per essence (instead of +2)
Reduced Aura of Vitality to +1 hp per essence (instead of +2)
Reduced Blizzard to +2 per water shard (instead of +4)
Reduced Blood Rages casting cost from 250 to 100
Reduced Burning Blade to +1 per fire shard (instead of +2)
Reduced Burning Hands to +2 per fire shard (instead of +4)
The Cave Bear summoned by the Call Uteran spell is now at the level of the caster
Reduced Contagion damage slightly
Reduced the casting cost on Death Lash
Reduced Destiny’s Insight casting cost from 250 to 100
Reduced the Dirge of Ceresa spell damage slightly
Reduced Drain Life to 2 per death shard (instead of 4)
Reduced Falling Star damage to 3 per fire and air shard (instead of 18) and casting cost increased
Reduced Fireball to 4 per fire shard (instead of 6)
Dragon’s Fire Breath ability does double their attack in damage (instead of just their attack)
Reduced Firestorm damage to 8 +4 per fire shard (instead of 10 +10 per fire shard)
Reduced Flame Dart to 2 per fire shard (instead of 4)
Reduced Flame Wave damage to 4 +2 per fire shard (instead of 8 +4 per fire shard)
Focus has a casting time of 1, and gives the caster +25% to attack and spell damage for the rest of the battle
Freeze no longer applies the move penalty, instead it immobilizes the target for 2 turns
Reduced Gift of Iron to 5 +2 per earth shard (instead of 6 +3)
Reduced Heal to +2 per life shard (instead of 4)
Reduced Hurl Boulder damage to +1 per earth shard (instead of 2) and dramatically reduced its casting cost
Increased Inspirations casting cost
Meditation no longer has a casting cost
Reduced Pillar of Flame damage to +2 per fire shard (instead of 4)
Reduced Shockwave to 10 +2 per earth shard damage (instead of 18 +4)
Reduced Soulburning to 12 +2 per death and fire shard damage (instead of 16 + 4)
Reduced Static Blast damage to +1 per level (instead of 2)
Reduced Storm damage to +4 per air shard (instead of +10)
Reduced the hp cost from summoning imps/familiars to 1 (instead of 3)
Tame doesn’t have a casting time anymore, but does have a mana cost
Reduced Touch of Entropy to +6 per death shard (instead of +12)
Reduced Vetrar’s Howl damage to +5 per water shard (instead of 12)
Reduced Wall of Fire damage to +3 per fire shard (instead of 5)
Reduced Wellspring healing to +4 per life shard (instead of 6)
Reduced Sculla’s Mace to 24 attack (from 32)
Reduced Ice Mace to 20 attack (instead of 24)
Reduced Frore Mace to 24 attack (instead of 32)
Reduced Vetrar’s Fist to 32 attack (instead of 48)
Reduced Burning Battle Axe to 15 attack (instead of 20)
Reduced Ignys Battle Axe to 25 attack (instead of 30)
Reduced Sarog’s Axe to 30 attack (instead of 45)
Reduced the Lightning Pike to +6 Lightning damage (instead of +1 per level)
Assassin’s Longsword gives +10 attack vs Champions
Reduced the Druss Blade to 18 attack (instead of 36)
Reduced the Pyre Brand to 27 attack (instead of 36)
Reduced the Heartseeker to 26 attack (instead of 30)
Reduced the Sword of the Sun and Moon to 36 attack (instead of 54)
Reduced the Heart of the Glacier to 42 attack (instead of 63)
Reduced the Sythe of the Void to 42 attack (instead of 63)
Reduced the Brutal Longbow to 22 attack (instead of 33)
Reduced the Perfect Yew Bow to 18 attack (instead of 22)
Agriculture doesn’t give a food bonus anymore
Removed the metal costs form magical weapons and armor (crystal costs remain)
Reduced the material costs on the forge of the overlord towers
Reduced the default players on Large and Medium maps (more areas to explore)
Cloak of Fear is a tactical spell now with a 5 turn duration
Increased the default Accuracy to 70 (from 60)
Increased the default Spell Power to 70 (from 60)
Accuracy per level reduced to 1 (from 2)
Spell Power per level reduced to 1 (from 2)
Adventurer sovereign profession gives free champions, added the Experienced sovereign talent (+1 level), removed the Natural Leader trait (basically the free champions trait is a sovereign profession now and the +1 level is a talent)
Increased the Bandits given with the Bandit Lord ability to 3rd level (from 2nd)
The "To busy to talk.." responce will only come from the AI if you are at war with them. You are free to enter diplomacy as much as you want when you are not at war (this also fixes an issue where some players couldn't declare war until enough turns had passed)
Gladiator armor is now rare (instead of uncommon)
Warrior Temple grants +2 levels, +4 init to defending units and gives all trained units the Bloodthirsty trait
Attunement increased to +2 mana/season (from +1)
Increased the amount of free city defenders at all levels
Reduced the Black Market Unrest penalty to 5% (from 10%)
Rebalanced armor costs more closely to the amount of defense they provide
Haitan (quest hero) now starts at 4th level and with fire 3
Reduced the cost of Lower Land and Raise Land to 5 mana (from 50)
Iron Golems now use the best weapons and shields available
Reduced champion recruitment costs slightly
Increased Accessory slots to 4 (from 3)
As a’Zoth gains Path of the Warrior (instead of Mage)
Leadanna gains Merchant 2 and loses the Scarred trait
Lisbeth the Light starts with a Monk’s Staff
Courage cant be cast on trained units anymore
Removed the tech requirement on abilities (there wasnt a good way of displaying this info, they all unlocked so early that it wasnt worth spreading them out)
Reduced Leather armor from a total of 8 defense to 6
AI:
AI will reorder its queue if necessary to rush build an improvement or unit if it needs to
AI is more intelligent regarding when to look for places to build cities versus outposts
AI is more diligent about not building cities near monsters
AI is better about going on quests
AI more intelligent about expanding during mid and late game
AI is better at using tactical spells
AI has more dialog when conversing with players
AI has better dialog when discussing surrender options
AI surrender threshold modified to be less stubborn at normal levels when negotiating their defeat
AI vastly more stingy about trading influence
AI asks for less money up front on tribute treaties
Monsters that get freed from their lairs by ZOC no longer wander very fair into the distance
World difficulty determines monster behavior more stringently. Lower world difficulties mean monsters rarely, if ever, attack player cities. At high difficulty, monsters will attack player cities but will not necessarily attack AI cities as aggressively. At "normal" or "challenging" the monsters are equal opportunity killers.
More AI interaction
New, nastier AI algorithms at higher difficulty (for people want a bigger challenge)
AI less aggressive at lower difficulties (dumber)
AI at normal or below will roll to make a "mistake". The lower the difficulty the more likely it is to make a "mistake".
AI makes better use of tactical spells
More conversations added
UI:
Added cooldown information to spell tooltips in tactical combat
Stacked army icons dissapear at a far enough range
Mana Maintenance is now displayed of spell tooltips
Lots of Hiergamenon improvements and fixes
Capitals now have an icon indicator on the city pane and on the city info screen
Switched to using the more informative trait info tooltip anywhere traits are shown
Lots of normalized volume sfx
"Unit Movement Within Tile" now defaults to False (so my default units wont run to the edge of their tile and back when attacking)
I don't understand what your post means.
Path of the Mage already makes Spell Cost 25% cheaper AND damage 50% stronger right from level 4. This is an approach I cannot abide.
And we can't prevent crits on spells because ranged attacks and special abilities are spells (essentially.)
The "israngedattack" tag could be used to differentiate crits on spells.
+50% damage to a spell that does 10 damage is still very low damage compared to what a weapon would do. The problem is that this scales and combines with other bonuses to have mages doing massive damage that is guaranteed to hit and ignores armor. Magic doesn't scale well. The way to make mages a distinct path is to make sure casting spells is cheap and effective. Since every hero can cast spells pretty easy, there needs to be a specialized difference from mages. In my tests, mages can do massive damage in the late game and very little if any early on, when mana is very scarce. The question is how much more powerful a mage should be using magic and how to properly scale that throughout the game. Lowering the bonus from shards makes the randomness of resource placement less of a problem. I fully love having some more power from a fireshard, but I don't want that to be the sole reason I am powerful. I like that unit level determines much of my magical damage in the most common spells.
Exactly. As it currently stands, I find myself using magic in primarily a support role, even with a mage who has level 4-5 in all elemental books and life magic, simply because it's far more efficient for me to have a high-powered champion or group of troops. Part of this is by design; spells like fireball and blizzard have a cast time, and while that's important for balance, by the time I get my spell off, the enemy army is already on top of me, and usually too spread out for it to be as effective. By contrast, a high-init champion with a good weapon can one-shot the most dangerous threat or two in the opposing army before they have any time to react, AND they can cast any support spell they have access to, every bit as powerful as my supposed mage character. Any of you guys ever actually used an army? I do pretty regularly, and by the time my mage sovereign can get off a blizzard, the rest of her army has already killed everything.
Damage in general is still in need of some balancing. The current nerfs to most forms of champion damage are a step in the right direction. But magic isn't just about hurling fireballs at an enemy. It's about summoning hordes of elemental creatures to serve you, commanding the wind to turn away your enemies' blades and hasten your own, to rip open holes in the fabric of the universe and command the very forces of nature to obey you, and only you. Every patch, I play as a custom Altar faction with enchanters, intending to have armies of archmages decimate my foes. But every game, it turns out that having a more mundane army is much more efficient, both in resources invested and in battle duration, than my incredibly powerful queen who's rank 5 everything magical. Why should a character who spent every possible leveling talent be relegated to the back lines while her army, ostensibly there as little more than meat shields, does all the actual work? Why is her haste spell not more effective than that of Herpicus, the level 4 warrior who only learned air magic after he bought a book that would teach it to him? Why can she not slow an entire army with a single spell (Pandemonium almost counts, except that it only has at most a 1/3 chance of slowing)? Why do I not get to have an army of summoned creatures if I maximized my summoning ability?
I've been thinking about what should be done with magic quite a bit, and I mostly just want to make mages feel more magical. I don't care about what any other champion does with magic, but a mage should be inherently better with all forms of magic, not just damage. Firstly, I'd probably nerf magic damage a bit more, and improve the amount of damage path of the mage provides to compensate. I would also make path of the mage improve the effeciveness of ALL tactical spells, not just damage spells, by improving the shard power of all spells that mage casts by +X. Secondly, the summoner traits should either unlock additional summons, or increase the maximum number of summons that unit can maintain (I would personally prefer more summons). Third, I would add in more spells that require a certain trait before they unlock (ie, Mass Slow requires Prodigy 1 and Water 3). Finally, I would add a talent line, let's call it Quicken Spell, that would improve your initiative whenever you are casting a spell. I would then make more spells have cast times, as I actually do like spells taking some time to cast, but dislike seeing my "backup" wipe the floor with an enemy before my Blizzard gets off.
To balance combat spells the differences between the groups should be closer. Groups should start with a size of 5 and it should be possible to upgrade them to a size of 7 and 9. There should be three types of tactical combat spells:
High damage against a single target:
Flame Dart, Storm, ... should have a mana cost of 10 and should be useful against single targets with high hp. The base damage should be 10 and every shard should increase the base damage by 3.
Low damage with multiplier against a single target:
Burning Hands, ... should have a mana cost of 15 and should be useful against a single group. The base damage should be 3 and every shard should increase the base damage by 1, but the damage is multiplied with the number of units.
Low damage with multiplier against multiple targets:
Fireball, Blizzard, ... should have a mana cost of 30, a casting time of 1 (radius 1) or 2 (radius 2 or all enemies) and should be useful against a single group. The base damage should be 3 and every shard should increase the base damage by 1, but the damage is multiplied with the number of units.
Professions and traits:
Warlock: + 25 % damage, Path of the Mage: + 25 % damage, Evoker: + 15 % / 15 % / 20 % damage and Affinity: - 25 % mana
Reduced the cost of Lower Land and Raise Land to 5 mana
Oh no, that's almost free.... why? Is it supposed to be easy to play God?
Sean managed to post before I did, but his assessment is as sound as always. Norse, it's probably because currently, the cost of removing a mountain range from existence is too high for the early game, which is pretty much the only time you actually need it.
Wizard, do you even use magic after the first few dozen turns? I'm not sure you do, based on what you want to do with spells.
Also, because I don't have a better place to put this comment, current military numbers are actually pretty good. They might need a little bit of help in surviving first strike scenarios, but as far as offensive capabilities are concerned, they're in a decent place. More to the point, every single one of your suggestions would make it impossible for a mage to one-shot a group of trained troops, while those trained troops would probably have little difficulty obliterating said mage. This is a totally wrong feel for the game, and goes against everything that the concept of magic suggests.
A pure damage-dealing mage eats through mana at a massive rate. For example, in my last game, my sovereign would spend 5 mana per flame dart, after mantle of oceans, affinity, and an adept robe. Fireballs are even more expensive, and they have a cast time, meaning my opponent's armies are likely to spread out before I can murder them all, costing me even more mana. So, at the minimum, I can kill an enemy army with current mana cost reductions at a cost of ~35 mana per battle. Not bad, right? Except Herpicus, my henchman warrior, can get the job done with 0 mana cost, and about as much damage taken. You want to nearly triple my mana cost per spell, and massively reduce damage done. Why on earth would anyone ever play a mage under those circumstances?
Don't like it either. It trivializes terrain.
Does the AI use these terraforming spells at all?
Again, does the AI use this efficiently?
The AI doesn't design its own troops. Rather, it comes with a decent number of predesigned troops, and will use any troop design you make while playing that faction's race.
Good idea, but your numbers are absolutely terrible. 10 damage is a pittance, as even mid-game creatures will often have 50-70+ hit points. These are the creatures you need to kill to expand to your neighboring factions, and you want spells that will do less damage than a single party of spearmen, which you get as a tier 1 tech.
Your character will make the most use of burning hands in Act 1, when most of your opponents are single units. This would be a horrific nerf to this phase, and the per-unit scaling damage niche is already filled rather nicely.
Overpriced and underpowered.
Yep, i meant three types of tactical spells, that inflict damage, and you are right spells like haste or heal should be as powerful as the damage spells.
The spell (Flame Dart, ...) would inflict 10 points of damage if you are no mage and have no shards. With the Warlock profession, the Path of the Mage trait, the Evoker III trait, the Affinity trait and 1 shard the spell would inflict 26 points of damage (10 base + 3 shard + 100 % profession and traits = 26) for 8 mana.
A group of 7 level 5 soldiers has 98 hp (6 base + 8 level x 7 group size = 98). The spell (Burning Hands, ...) would inflict 21 points of damage (3 base x 7 group size = 21) if you are no mage and have no shards. With the Warlock profession, the Path of the Mage trait, the Evoker III trait, the Affinity trait and 1 shard the spell would inflict 56 points of damage (3 base + 1 shard x 7 group size + 100 % profession and traits = 56) for 12 mana.
Two groups of 7 level 5 soldiers have 196 hp (6 base + 8 level x 7 group size x 2 number of groups = 196). The spell (Blizzard, ...) would inflict 42 points of damage (3 base x 7 group size x 2 number of groups = 42) if you are no mage and have no shards. With the Warlock profession, the Path of the Mage trait, the Evoker III trait, the Affinity trait and 1 shard the spell would inflict 112 points of damage (3 base + 1 shard x 7 group size x 2 number of groups + 100 % profession and traits = 112) for 23 mana.
A mage should be able to deal a lot of damage, but it should be difficult to win every fight with a mage alone.
People kept on going on how you can make an uberkill spell so magic keeps on getting nerfed... But throughout I always played melee... not because I like to. From a roleplaying perspective i want to play mage but they suck. so I play melee.
A defender wont be one shotting plate armies... but it costs 0 mana to kite the heck out of any army with ridiculous init and speed and decent damage. Amd I decimate enemy champions.
Only place I ever had problems was the "quest of win the game" part where you fight against a 6 dragons at once. (the one where you solo a super powerful single guy riding a dragon was a breeze though)
That same group of 7 soldiers, armed with axes, 3 traits, and elemental damage rings, will inflict 84 ([9 axe+1 trait+ 2 elemental]x7) damage. They do as much damage at level 1 as they do at level 7. By contrast, the mage's stats you quote require said mage to be at least level 8 (probably more, as the evoker trait is not common) and have a fire shard. In addition, said mage will only have at most 50 hit points. Assuming said soldiers have charge, there is a decent chance they will kill the mage on the first turn, and they will most likely win regardless. Again, this is an early-mid game unit. The later in the game you get, the more likely trained troops can simply one-shot the mage before his spell gets off.
A banished ogre, by contrast, has 19 health, 14 damage, and 3 armor. It can be generally assumed that one can kill it before turn 50. Burning Hands against the ogre deals a whopping 4 damage ([3+1 x 100%]/2, thanks to ogres' fire resistance). Darklings have spell resistance. There are more enemies in the game than just trained troops, a fact which your calculations either failed to take into account, or ignores.
And again, I would remind you that my good pal Herpicus can deal over 60 blunt damage from an equitable number of traits and a Maul. He will also be better armored, possibly have more health (not taking magic traits makes Adventurer's Boon a no-brainer) and not require a single point of mana to deal damage. Again I ask, why would I want a mage when I have Herpicus?
Exactly! mages SUCK!
Derpicus is even better then herpicus ... he only deals 30 damage btw but he is a walking tank with over 150HP, dodge, armor, init, and move speed up the wazoo. He has a traits making him immune to: Knockdown, crit, poison, retaliation.
And thanks to high init hits the enemy (no retaliation thanks to trait) and then retreats out of their range without them getting a chance to attack (sometimes hitting the enemy twice or three times before using a turn to retreat!)
Oh, and both herpicus (warrior) and derpicus (defender) are higher level of nerdicus (mage) because the lack of early game mana means you are going to have to pace yourself and avoid certain battles. With herpaderp your only limit is move speed.
Re mages and their purpose.
How about enabling the bonus from shards only to the that take path of mage? ie. no mage, no shard bonuses at all.
also path of mage should give a significant spell mastery per level to have those curses more efficient and all the buff/debuff spells should be timed.
especially haste, blindness, shrink and growth but give them longer duration as the number of shards grow
You know what, shards should not even give spells bonus to power (or maybe only get a small increase at 1 and 2 shards and that it)... Shards should mainly give a pool of "free mana" that recharges to full every turn, but if not used is wasted. 15 mana per shard. So if I have 3 shards I got +3 mana gems per turn (permanent mana storage that can be traded and stockpiled) and a 45 a turn in discretionary pool. If I use 49 mana this turn then I have burned 4 mana gems.
With enough shards you can throw around a LOT of spells every turn... including overland spells for great win. Heck, with enough shards you could even cast celerity every turn for free or massively modify the terrain... and that is FINE (since you literally have to control the whole map)
And spells should get most of their damage/effect from their tier... so in addition to mcsucky old 10 damage spell at tier 1 you add a 50 damage spell at tier 5 and maybe a 30 damage spell at tier 3.
Rather then using a tier 1 attack spell and having it be utterly useless unless boosted with traits and shards
I'll go ahead and compare:
Mage only shard bonus, shard giving bonus to duration of buff/debuff spells
1. Does it match the games focus? yes, magic is important for this game and so should be mages
2. Does it solve a problem? it resolves a problem with mage path being comparable in buff/debuff magic to any other class, and it nerf non-mage spellcasting ability. In overall specializing in magic give you good magic, specializing in non-magic keeps you at a certain uasble level (you can still cast three turns of haste, or fixed points of heal, but for real magic you better take the proper path)3. Does it solve multiple problems? yep, as above at least two4. Does it have drool factor? it will make path of mage much more sexier, with each level and shard they will feel one or two (as you usually don't have more mages since you need to have melee heroes also) of their heroes goes up in power instead of general improvement of all (mechanic comparable to tax slider movign in one direction).5. How difficult is it to implement? not sure, but should be easy6. How will we provide feedback? it's all in, spell descriptions would have to change, but otherwise once (path of mage check is implemented) it's just xml
Shards give free pool of mana per turn
1. Does it match the games focus? yes, magic is important for this game and as the mana is main limiting factor to havign spectacular mages, more mana, more magic
2. Does it solve a problem? yes, as mages casting combat spells are by general opinion burning it uselessly, now having nothign to loose we will see more fireball flying areound which is fun3. Does it solve multiple problems? I don't think so, but am open to be corrected4. Does it have drool factor? yes, being able to cast curgen volcanoes fireball and what else is fun5. How difficult is it to implement? quite difficult in the longer run, since free mana that was not used is effectively wasted, it could lead to micromanaging to spend it every turn, it could also lead to being other classess irrelevant, as the entire game would need to be rebalanced for high magic 6. How will we provide feedback? there would need to be a in information of how much mana is available per turn, how much is outside this pool and how much in to two pools is available for casting. creates a little mess in short. also if you implement it it would be nice to have some buildings that would icnrease the available pools (mana battery or similar) to get more of that new functionality.
The damage of the soldiers is reduced by the defense of the target. If the target has a defense of 6 (Leather Armor + Leather Greaves + Leather Vambraces + Leather Boots) it reduces the damage by 50 % to 42. The spell damage can be reduced of course, too, but it is much easier to get a high defense than a high spell resistance.
It is difficult to kill a hero with units, because the hero uses many buffs and magic items to improve his surviveability. Units should do more damage and should have more hp than a hero, because otherwise it is pointless to spend the gildar and time to train them.
Burning Hands would be the wrong spell for a banished ogre, because the damage would be multiplied with the number of units. A Flame Dart would inflict 13 points of damage against the banished ogre ([10+3 x 100%]/2, thanks to ogres' fire resistance) and it would be dead after two spells.
I guess Herpicus uses magical equipment that he has found during his adventures. I have not used any magical equipment in the damage calculations and only 1 shard. Currently a mage would look like this:
Blizzard:
6 base + 4 two shards x 7 group size + 200 % profession, traits and items = 210 points of damage within a 2 tile radius
Fireball:
18 base + 8 two shards + 200 % profession, traits and items = 80 points of damage within a 1 tile radius
Horrific Wail:
30 base with a level 10 caster + 200 % profession, traits and items = 90 points of damage against every enemy
Agreed, much to low IMO.
I applaud the changes they have made to the spells.
I still think Path of the Mage is a bit off course and out of whack at +50% damage and -25% mana cost.
I would change it to focus on spell resist and spell mastery bonuses (this changes the primary focus of the mage from damage dealing to utility), and let the follow-up traits specialize in damage and mana cost bonuses, as well as other things.
How do people feel about the cost of some items? I had a nation that used "Light Plate" and the chest piece itself costed something like 650 gold. I don't think I would ever spend that kind of money on that. I could rush several buildings or troops for that.
The goal should be to avoid spells that one-shot powerful enemies. Magic attacks should do less damage, but be affordable to cast every turn. I think the problem with firedart is that it is the only ranged spell. Focus makes that spell do double damage. It gets way out of hand because none of that is tied to Path of the Mage and firedart increases in power per level. And none of this is going to miss or be resisted or is currently reduced by AI elemental defense. They don't use counters to magic, so you get to do max damage pretty much always. Perhaps that is why we can't get the scale to feel right?
How can we fix this? We could make some interesting traits to give choice to mages. The per level damage is a good mechanic, but not for non-mages. Let's make Path of the Mage do +5% spell damage per level. Evoker should increase spell damage, but we also should get some mage differentiation. More damage should mean less Initiative. Less mana cost should mean less spell damage and higher initiative. A little trade off here is a good thing. Higher level traits should give a straight Initiative bonus to make it clear what gives a mage their power.
Assuming all that, damage spells would work nicely in the 3 categories, but you would build your mage to fit the spells you have access to. Base damamge for firedart should be 10 + 2 per shard with no level bonus. The mana cost should be 5 and no cooldown. Now you have a light fire spell that is okay for a warrior to use while he is moving to melee, but choosing to be a mage has a significant advantage.
I like the Focus interaction in spells, but I think it should increase spell mastery and spell resistance for 2 turns to allow easier casting of longer spells. Really we need another mundane ability like focus for warriors and assassins.
Ah yes indeed the items cost should be addressed as well! Some armor pieces have absurd prices.
Sean, I agree with absolutely everything in your post but this:
I had thought about this for my mod, but I still feel like any time you give a mage damage with no cost you throw the balance out of whack.
How about this:
Path of the Mage: +25 Spell Resist, +35 Spell Mastery, -20 Weight Capacity
Evoker traits: +X% spell damage, +X/2% spell cost
Affinity traits: -X% spell cost, -Z/2 initiative
Quick-Casting trais: +Z initiative, -X/2% spell damage
Then, if you get to level 3 of all of them:
Meta-Mage traits: +X% spell damage, -X% spell cost, +Z initiative
The real issue to me is spell damage and physical are both impacted by crit chance.
I also think path of the warrior needs buffs- maybe Lethal needs to scale with level, and maybe a dual wield ability.
RIght now, my preferred choices are in order Defender/Mage/Assassin/Governor/Warrior, and I can make good arguments for at least situational use of the first 4.
It's probably too late for this, but the Path of the Governor thing hasn't been addressed yet. That is, cities don't give XP, so keeping a champion in a city as governor is not an option, hence the Path of the Governor becomes useless, since you send governors who can't fight into battles just to level them up.
Champions as scarce as they are, so if the Path of the Governor is to be a viable option, cities have to give constant XP (not a 25% chance of 1XP/turn) so governors can level up and help their cities by staying in them.
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