View Full Version : Feat Promotions


rocklikeafool
Apr 13, 2008, 02:59 AM
The list of Feats is below. These are special promotions that require certain things to be given to your units. As of now, I have no idea as to what those prerequisites should be, unless they are explained in the actual feat. I will also list civilopedia entries later. Feel free to offer suggestions on these.

Monster Slaying
30% bonus towards monsters, such as Manticores, Pegasi, and Treants. (Doesn't give bonus against Dragons.)
Mighty Contender of Kord
20% attack bonus. This feat means that your unit has participated in the annual tournament to honor Kord and gone so far as to win against all other units, defeating any units that participated in that annual period. This feat is strongly recommended for melee units.
Master Assassin
Applicable only to Assassins and and Hired Assassins. 30% bonus against Hero units and 15% bonus against Archer or Melee units. Also gains the ability to poison enemy stacks of 3 or more. If successful, causes all enemy units to become plagued and lose 10% health each turn, with a 20% chance of wearing off each turn.

Edit:Master Assassin, if successful causes poison, not plagued. Also, the poison wears off as soon as the unit goes to its own territory and heals completely. However, when in rival territory, on top of the normal time it takes to heal, five more turns will be added. So, if it normally takes 3 turns to heal, then in rival territory when poisoned by a unit with the Master Assassin Feat, it would take 8 turns.

rocklikeafool
Apr 13, 2008, 03:04 AM
Please tell me what you think. I will look at that and edit accordingly (especially if you are Darque, since he is the head modder). I'll take suggestions from anyone and everyone. Thanks.

Darque
Apr 13, 2008, 10:51 AM
I would change the Master Assasin to cause poison, but not plague. Also, the way that I implemented both poison and plague/disease is that it wears off after the unit is fully healed. Everything else so far sounds good.

rocklikeafool
Apr 13, 2008, 03:24 PM
Ok. Sweet. I'll edit that straightaway.

rocklikeafool
Apr 15, 2008, 02:52 AM
Hmm...I have no ideas as to what would trigger these feats. Anyone have any ideas bout that? Even a vague idea would work at this point.

Darque
Apr 15, 2008, 08:11 AM
How about Feats are only available for heroes? An you can get them when you have the right tech.

rocklikeafool
Apr 15, 2008, 12:49 PM
Hmm...that would work, except then there would be certain feats that people might not use, choosin the obviously more powerful feats over the less powerful but more subtle feats. Maybe something along the same lines but with regular units. So, maybe the feats should require a tech but only 5 units in the world can have that one feat?

Darque
Apr 15, 2008, 04:23 PM
Good idea. We can limit various feats to certain heroes. It will also give the heroes differences.

rocklikeafool
Apr 15, 2008, 04:57 PM
Um...ok. But that wasn't what I was sayin. What I was sayin was that say for Master Assassin, for example, only 5 assassins or hired assassins in the world. would have that feat. However, if you wish to put the feats on heroes, it's your call.
But it would be cooler if there were like five feats for heroes. Then ten would be for other units, and only 5 units in the world could have those feats. Three of those ten would be for mages, four for melee, and three for recon. Cuz ya see havin this way makes it so not all the feats are jus hero feats. It gives another interestin element to gameplay.
Also, all feat I think should require, besides the right tech, certain prerequisite promotions. Oh, by the way, I guess, IMHO, another word for feats would be world promotions. So, in the pedia, we could have a entry for feats beside the promotions entry, as a separate category, ya know. That would be listed in the strategy section and say, "Feats are world promotions that require a certain tech and certain normal promotions to acquire". Then the feat would have the tech requirements and prerequisite promotions listed on the left, like with units. Tell me what ya think, man. (If any of this is unclear, please ask me to explain.)

Edit: Instead of four feats for melee, there will be three. Then there will be one generic feat that any unit can have. It is the Benevolent Healer Feat listed below. Although any unit can have this feat, it is strongly reccomended that this feat be used with units that already have some healing capability on build. That way it makes it that much easier to get the feat.

rocklikeafool
Apr 15, 2008, 11:54 PM
Some new feats below.

Dragon Slayer
30% bonus against Dragons and Wyverns
Battle Caster
Only available to magic units, Spells that damage enemies cause 25% more damage
Benevolent Healer
With the Medic III promotion, this promotion causes units to heal 10% faster. Note that this promotion does stack with the benefits of the Medic III promotion.
Hand-to-Hand Combat
Only available to melee units, Unit gains a 20% bonus against melee units

Tell me what ya think of these.

Darque
Apr 16, 2008, 07:55 AM
Um...ok. But that wasn't what I was sayin. What I was sayin was that say for Master Assassin, for example, only 5 assassins or hired assassins in the world. would have that feat. However, if you wish to put the feats on heroes, it's your call.
But it would be cooler if there were like five feats for heroes. Then ten would be for other units, and only 5 units in the world could have those feats. Five of those fifteen would be for mages, five for melee, and five for recon. Cuz ya see havin this way makes it so not all the feats are jus hero feats. It gives another interestin element to gameplay.
Also, all feat I think should require, besides the right tech, certain prerequisite promotions. Oh, by the way, I guess, IMHO, another word for feats would be world promotions. So, in the pedia, we could have a entry for feats beside the promotions entry, as a separate category, ya know. That would be listed in the strategy section and say, "Feats are world promotions that require a certain tech and certain normal promotions to acquire". Then the feat would have the tech requirements and prerequisite promotions listed on the left, like with units. Tell me what ya think, man. (If any of this is unclear, please ask me to explain.)
Interesting idea with world promotions. I'll have to look into the C++ code first, as I'm not sure how to implement that yet.
New feats look good too. :goodjob:

rocklikeafool
Apr 16, 2008, 02:51 PM
Thanks. I'm comin up with more soon. As I said, I'm workin to get bout fifteen.

rocklikeafool
Apr 17, 2008, 02:30 PM
Please note, Darque, the few changes I have made above. Look at the Bloodbowl Champion Feat and the edit bout Master Assassin Feat (in the first post) and the edit bout the Benevolent Healer Feat (in the 9th post here). Then tell me what you think and if you want me to change anything. Thanks.

rocklikeafool
Apr 17, 2008, 02:42 PM
I have also decided to add two feats for archery units. That makes the total number of feats seventeen.

rocklikeafool
Apr 17, 2008, 03:48 PM
Here are some more feats.

Summoner
Only available to magic units, any summoned units gain 10% strength and the unit can summon all the summoned units that your civ has gained the technology for. So, if you have the right technology and the required magic guild; which are the Guild of Air, the Guild of Earth, the Guild of Fire, the Guild of Water, and the Mages Guild; then you can summon all the available summoned units.
Arcane Master
Only available to magic units, all arcane spells become available to the unit this feat is given to. Also, arcane spells which cause damage will cause 15% more damage.
Silent Killer
Only available to recon units. This feat has two effects, one of which is only usable by assassins or hired assassins and spy units. The first effect is allows an assassin or hired assassin and spy units to enter a rival city and ‘Kill a city leader’. This causes 1-5 turns of unrest, depending on the size of the rival city. There is a 35% chance that the assassin, hired assassin, or spy will be caught and executed. The second effect is available to all recon units and allows the recon unit to sneak up on a rival unit of equal or lesser strength and kill the rival unit’s commander. In the process of killing the commander, it is also understood that some of the commander’s guards may be killed as well. So, this effect causes 5% to 20% damage to the rival unit attacked and causes the attacked rival unit to receive an effect called demoralized for 3 turns, which decreases its attack power by 15%. As with the first effect, there is a 30% chance the recon unit will be caught and executed.
Brutal Assassin
Only available to tier 3 recon units and assassins or hired assassins, causes 25% to 40% damage to a rival unit. Note that it cannot kill a rival unit ever. So, if the rival unit is weakened to about 10% of its health and it has a strength of 5 (which means its health is at 0.5), then this feat causes between 25% to 40% damage on that rival unit’s 0.5 of remaining health. That means that the rival unit would now have 0.1 of remaining health. (It’s actually about a damage of 0.125, but for simplicity’s sake I rounded it down to 0.1.) So, this feat is very damaging but cannot kill a rival unit. The reason for this is because it is a very potent feat. And if it could kill a rival unit, the unit with the feat would be so ridiculously overpowered that it would annoy people.
Trueshot
Only available to archery units and requires Attack III. This feat acts much like a spell, meaning the unit with this feat can use it and then still attack. It causes 30% to 50% damage to a rival unit and as such is very potent. However, it can only be used against a rival unit that has strength ranging from one strength above the unit with this feat to any strength below the unit with this feat. Also note that this feat will never kill a rival unit, much as Brutal Assassin cannot. (See above.) This is a very potent attack and is recommended for your strongest archery unit to maximize the damage caused and increase the chance that you can use it against any rival unit.
Distance Shot
Only available to archery units and requires Attack III. This feat allows the unit with it to send an arrow to damage a rival unit that is two or less squares away and causes 10% to 25% of damage to that rival unit. As with Brutal Assassin, it cannot kill the rival unit. (See above.) This is mainly a defensive attack and should be used by an archery unit placed in a key city or great defensive position.



With these feats being completed, that finishes the feats that are available to regular units. There will be, as I said above, five feats for heroes. I will explain more bout those later. I am also goin to post the tentative pedia entries for the feats that are finished.
By the way, for those who are wonderin, these feats are not implemented yet and (if I guess right) won't be for awhile. I believe the plan is to have these implemented in Beta 2.

rocklikeafool
Apr 17, 2008, 03:52 PM
Here is a list of which feats are for Melee, Magic, Recon, and Archery units. I am posting this for the sake of allowing you guys to more easily see what units each feat is available to. Note that certain feats are only available to certain special units, such as assassins or hired assassins. For those exceptions, see the above posts.

Generic Feats:
Benevolent Healer
Melee Feats:
Monster Slaying
Bloodbowl Champion
Dragon Slayer
Magic Feats:
Battle Caster
Summoner
Arcane Master
Recon Feats:
Master Assassin
Silent Killer
Brutal Assassin
Archery Feats:
Trueshot
Distance Shot

The tentative pedia entries will be posted later today, as stated before.

rocklikeafool
Apr 17, 2008, 04:37 PM
Here are the pedia entries for the finished Feats. I apologize that this post will be so long.



Master Assassin
Pedia Entry:
In every craft, there are certain members who are considered geniuses of their craft. Such are Master Assassins. These dangerous men or women have studied the art of death for most of their lives. They have killed many people, always for their religious cause or their employer. These masters of killing are not very sociable and are not the type you should ask to sit down and have a drink with you.
Every Master Assassin looks different and wears different clothing. Some wear silk and look and act like nobles or princes. Others dress in dark cloaks and wear light, dark colored chain mail. Every Master Assassin also carries numerous costumes, to allow them to change character if needed. They are masterful actors and excel at fooling the populace. (The only society where the Master Assassins openly display themselves and openly show their Master Assassin’s knife strapped to their side is in the Drow cities.) They can blend into shadows so well that they are rarely detected. Some Master Assassins have been known to hide in direct sunlight and not be seen until they jump out to kill their target.
All of them carry dangerously sharp daggers as a mark of their rank in the Assassin hierarchy, with a strange design on the hilt that depicts a snake or spider (depending on whether the Master Assassin is of the Drow or not, as only the Drow always have a spider in the design as part of their double dedication to Lloth) resting in the hand of Lloth (who besides being the head goddess of the Dark Seldarine Pantheon is also the Patron Goddess of Assassins, among other things) and often a short sword for any combat situations. They do not carry broad or long swords, battleaxes, or anything that is longer and heavier than a short sword because they regard it as too heavy and say clinks too much, which makes them easier to detect. (Though the Brutal Assassins might disagree.)
Although few recognize Master Assassins in public, except in the Lands of the Drow, if anyone does; they should try to politely avoid them. Of course, if one is the intended target, then one will not even see the Master Assassin until one dies. Master Assassins are well adept at fitting into crowds and markets. So, one will rarely recognize a Master Assassin. In fact, the few that do are Wizards, Mages, and Priests of Kelemvor, the God of Death; Mystra, the Goddess of Magic; Mask, the God of Thievery and Shadows; and Azuth, God of Wizards and Mages. But Master Assassin are usually smart enough to avoid such people. One will never find a Master Assassin unless he or she wished to be found.

Dragon Slayer
Pedia Entry:
Though Dragons are rarely slain, there are rare occasions when they are. Those who slay a Dragon, called Dragon Slayers for obvious reasons (and sometimes Wyrmslayers), are fawned over by their people and considered a hero. Often, such people receive a mark of condemnation or respect from their monarch or from their city-state or republic. Though a Dragon Slayer may not necessarily look fearsome or barbaric, they often have a streak of either very strong duty or very great anger.
On the battlefield, such warriors are feared and respected. They are often commanders and generals. Although they may not always be geniuses at tactics, their ability to inspire their soldiers makes up for that. Of course, there are cases where a Dragon Slayer is both a great tactical commander and inspires his men well. These people are often feared by their enemies more so than those who are just charismatic. But on the whole, the mere presence of a Dragon Slayer on any army’s side drives their men onto victory and demoralizes the enemy.

Battle Caster
Pedia Entry:
Battle Casters are fearsome mages or wizards whose sole reason for learning magic is to give their nation or kingdom a magical aid in battle. Often called War Wizards, Battle Casters are the magical support for their army and use powerful spells to kill and demoralize the enemy.
Many Battle Casters are peaceful people outside of war and spend much of their time training other mages or wizards. In the more peaceful kingdoms; mainly the Kingdom of the Kalagori Elves, the Empire, and the Woods of the Wildarrow Elves; Battle Casters are heads of magic guilds and try to avoid and resolve conflict. These Battle Casters use the power of their own good to invoke their spells. However, once war is formally declared, a Battle Caster like that is first into the fray, casting deadly spells.
In nations like the Lands of the Drow and Thay, Battle Casters are often rulers of the magic hierarchy, as well. But unlike the Battle Casters of other nations, their position is built upon their power, cruelty, and manipulation. They are certainly willing to kill anyone who threatens their position and never hesitate to do so. These cruel Battle Casters use the power of their own evil to invoke their spells.

Benevolent Healer
Pedia Entry:
Healers are common enough. But every so often, a healer appears who can cure almost all maladies. A healer of this caliber can cure diseases faster and in a way that causes less pain to the patient. These types of healers are renowned for their remedies that can cure maladies most healers can’t, and they are given much respect by all, regardless or race or creed.



I'll post more later and maybe change a few things in it. Tell me what ya think, Darque. Peace fo' now, man.

Darque
Apr 18, 2008, 02:26 PM
Just finished reading. Initial thoughts:
Master Assassin - Inspired me to create a new Espionage mission - Assasination. I'll pass on more info after I'm done with its implementation, as I need to play around with the espionage mission xml a bit.
Monster Slaying - Sounds like an entry taken right out of Forgotten Realms. Needs some major editing to remove all FR references.
Bloodbowl Champion - This sounds like it was taken directly out of Warhammer. Lets rename it to Mighty Contender of Kord.
Battle Caster - Arcane magic in Dragonia is not granted by the gods. Divine magic is granted by the gods.

So far everything else looks pretty good. I'll let you know if I have more comments.
Also, I'm working on implementing a level requirement for promotions. This will be usefull for these advanced Feats, I think.

rocklikeafool
Apr 18, 2008, 05:29 PM
Ok, cool. I'll edit all that and see what ya think then.

rocklikeafool
Apr 21, 2008, 08:44 AM
As of now, the following things below have been changed. See the above posts to look at these in detail.

*Bloodbowl Champion feat has been renamed Mighty Contender of Kord.
*The pedia entry for Battle Casters has been changed to show that they use the power of their own natural good or evil to invoke spells.
*New pedia entries for Mighty Contender of Kord and Monster Slaying are being written.

rocklikeafool
Apr 22, 2008, 04:52 PM
Mighty Contender of Kord
Pedia Entry:
Every four years, the nations of Dragonia hold the Tournament of Kord. In order to participate in the tournament, a nation must have at least one Arena in its cities and receive permission from the nation that owns the Temple of Kord. Teams come to compete in Gladiatorial style games. The selection process for teams begins every time immediately after the last Tournament of Kord has ended. The nations form teams from brigands, soldiers who were thrown out of the army, sailors who were thrown out of the navy, criminals, and all the violent portions of the dirt of society. Most nations form several teams, as most own several Arenas, and have them compete against each other for four years until the Tournament of Kord. The team with the most wins from all the eligible nations goes on to the Tournament and competes in the Temple of Kord.
The team that wins the Tournament is given the title “Mighty Contenders of Kord”. Often teams with this prestigious title are incorporated into their nation’s army. On the battlefield, the Mighty Contender of Kord regiment inspires awe and fear. Most opposing
regiments would rather flee the field than face such enemies. In fact, enemy regiments, more often than not, suffer heavy losses and have to flee the field to avoid the loss of every soldier.

Monster Slaying
Pedia Entry:
Certain men (or Elves, Dwarves, etc.) are trained to defeat monsters. These soldiers are elite units whose sole purpose is to defeat any monsters the opposing army has arrayed against their army. Such monsters are generally used to inspire fear in an opposing army. To combat this, nations and kingdoms have trained bands of elite forces called Monster Slayers. These soldiers are very rare on the Battlefield and are considered one of the best fighting forces.

Trueshot
Pedia Entry:
Archers have always been the men nations and kingdoms used for long-ranged defense. In sieges, archers keep the enemy away from the city walls. On the battlefield, archers have been known to stop full-blown cavalry charges in mid-charge. Some archers have learned enough accuracy to put other archers to shame.
These men are usually gathered by nations and kingdoms to form special units. Some of these units have men whose shot can damage enemies as much as or more so than a melee stroke to the head. Such shots are called Trueshots. A Trueshot can knock an enemy captain off his feet or off his horse. After the captain is dispatched, the rest of the men use the resulting confusion to attack the rest of the enemy. These ambushes demoralize the enemy and can cause a tactical retreat or all-out flight.

Distance Shot
Pedia Entry:
Archers are well known for their ability to strike down the enemy from long distances. Some archers; due to their great strength, dexterity, and the power of their bows; can fire arrows much greater distances than others. The longest shot, with a length of 700 yards, is called a “Distance Shot”. Very few archers can accomplish the skill of firing a distance shot.
As a result, nations and kingdoms band those archers who can together in one or two regiments and place them in positions that are threatened by eminent attack or that are strategically placed. These regiments cause heavy enemy casualties and shield any friendly regiments. Such simultaneous action can often swing the battle into a favorable position or switch a retreat into a charge, often causing the army who employs archers who can fire distance shots to win.

rocklikeafool
Apr 22, 2008, 05:18 PM
Here are two edited pedia entries and two new ones. Please check em out, Darque.

Darque
Apr 22, 2008, 05:25 PM
They look pretty good. Now they just need some good proofreading and touchups.

rocklikeafool
Apr 22, 2008, 07:08 PM
Ok, cool. I'm still comin up with the five hero-specific feats.

deadomancer
May 18, 2008, 01:49 AM
I wasnt able to find a thread based on heroes so I will use this one to give a suggestion. Shouldn't heroes be born from tougher units instead of being made in your city que. Like in CivIII when you recieved a general you were able to keep the unit he was in and rename it so we could do something similar. Instead of giving the option to name it we could place names like 38 Light Brigade or something to that effect. While als getting the hero separate with all the skills his unit already had.

If you have a disciple unit that reaches "hero" status then that hero should have dicipled based powers. That way you are not having a random warrior class hero popping out of a unit. This means we could have many similar heroes and have a few Epic heroes that can be obtained after a hero levels up ALOT! This will incourage warfare so that you may get stronger heroes!

rocklikeafool
May 18, 2008, 06:55 PM
I think wat you're talkin bout reduces the true power of heroes and replaces them with great generals. This is a game with heroes whose power could be akin to Gandalf or Aragorn in the Lord of the Rings. Your idea reduces the power of these mighty warriors and mages. Since this is a fantasy game, we want big and bad heroes to tear up the battlefield and make the gameplay more interesting.

By the way, if you have no frickin clue wat I mean, then go download and play Fall From Heaven. It shows heroes the way they are sposed to be used in a fantasy game.

deadomancer
May 18, 2008, 07:48 PM
Yes, but if you simply create a unit that becomes a hero then that takes the quality of earning a hero. In the Lord of the Rings a hero was not simply made but rather men like Strider had fought in wars before he became a hero. Gandalf had practiced his craft for a long time as well even having experience within the events of "The Hobbit." Gandalf grew into a hero he wasn't born with the ability to do all that he does in "The Two Towers" and in the "Return of the King."

If thats not clear enough even though the movie im going to reference is the animated movie of Hercules. Even though its themes are childish hercules was indeed born a hero because he was a Demigod. The way that Fall From Heaven structures their hero's is similar to hercules trainer, Hercules had the natural strength of a hero but he had to have someone show him how to be one. So basically what Im trying to say is that the logic in making heroes is like creating little gods.

To respond to FFH I have played it many a time and have "created" many heroes. I can see and understand what you are aiming for i am just presenting an alternative.

Darque
May 18, 2008, 08:20 PM
What I think I may do for heroes, is when a player earns a great leader, and the environment is correct (ie the correct age, specific civilization) then, instead of the great leader, a hero is born.

deadomancer
May 18, 2008, 08:22 PM
That sounds good to me:goodjob:

rocklikeafool
May 18, 2008, 11:04 PM
Cool, bossman. I like it.

@Deadomancer
Nice Megadeth siggy. Chorus of "Symphony of Destruction". Great song from a great band.

Anyway, peace, ppl. I'll think of some hero feats this week.