Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
Moved from the Downloads thread - old posts below...
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Both valid points. Destroy Undead affects Undead in a certain way and the Scions are undead. The presence of anti-Undead spells and anti-Undead promotions are the main balancing factors against some of the cool stuff they get.
That being said - the FfH changes to destroy undead are designed with the mindset that Undead are a marginal group - pretty much just summoned units and the occasional drown. To be useful, it needs to be reliably lethal against that group. In FF, there are more things for it to be used against, including a whole civ.
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I've been considering a fairly substantial change to the nature of the spell though. Firstly, moving "Cure Disease" to be the Life2 mage spell, solving the problem some civs have of being unable to get access to the spell due to lacking priest units. It's a useful spell, often needed and appropriate for that sphere/level.
Secondly, having "Banishment" as a second tier divine spell for Good and Neutral religions (or at least Order and Empyrean). The nature of the spell would be such that:
This means that weakened undead units are vulnerable to being destroyed by the spell, but strong, healthy units are likely to be simply stunned or to resist the spell completely. I would likely want to make the spell effect demons in the same way.
(By adding two separate random rolls to the Casting Strength, we get a roughly normal random distribution with a peak at 2*CurrAttStrength - but a fair amount of probability density on either side. This means that a healthy caster of the same strength as a healthy target has a 50%-60% chance to get at least an equal score (depending on the actual strength of the unit). When cast against a stack, that means a good number of stunned units per cast).
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For the evil civs, "Control" would work in a similar way, except that instead of banishing the target unit, the spell works as a weaker form of domination (the threshold value to control the unit may need to be slightly higher due to the additional benefit of gaining a unit vs simply destroying it).
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This stops the spell being cripplingly effective against any civ that relies on Undead/Demons (Scions/Infernals) and requires that they are still engaged in standard warfare to weaken the units (weak units are most vulnerable). It does provide an excellent way to clean up the weakened units however (effects stacks) and fills the role that assassins normally might (Marksman doesn't work against non-living).
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Aye - that's the main problem really - finding something else to give Life Arcane. There was a link (back in the day - end of Light, start of Fire) between Life2 and Cure Disease... When Divine spells relied on other sphere promotions rather than religion, it was a Divine/Life2 spell. It is still as you said, a divine spell.
The main reason to make it a Divine spell is that Priests have much higher combat values, so with the proposed system are much better able to deal with high strength undead. It could be reworked to deal with the mages having lower strengths (making the mage's strength worth more in the formula) - but it's not as neat... It also feels like a divine spell, but that's pretty much just the "cleric-influence" talking.
A lot of the Life spells do seem like "good divine" spells, I agree, but sanctify wouldn't be of much use as a level 1 evil divine, and a "spread hell terrain" opposite version would probably be too powerful for level 1.
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There've been a couple of posts that are against Cure Disease being arcane though, but I'm not sure of the reason. Thematic? "It's always been Divine?" Something else? Life magic is related to restoration, which seems to fit the role of Cure Disease nicely - but I'm interested in reasons to argue the other way at the moment (primarily game-mechanics reasons - which are more important that lore based for the moment)...
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Scions are undead. The spell should affect them as much as it affects other undead without them being able to resist. If that means having to deal with an opponent who's using magic, go cut off their life nodes. Rather that then they gain another immunity.
My thought was the existence of a level 2 spell that easily wipes out whole stacks of Scion units is something the Scions should legitimately have some sort of defense against. According to my copies of the spell its effect isn't even resistible.
Both valid points. Destroy Undead affects Undead in a certain way and the Scions are undead. The presence of anti-Undead spells and anti-Undead promotions are the main balancing factors against some of the cool stuff they get.
That being said - the FfH changes to destroy undead are designed with the mindset that Undead are a marginal group - pretty much just summoned units and the occasional drown. To be useful, it needs to be reliably lethal against that group. In FF, there are more things for it to be used against, including a whole civ.
====
I've been considering a fairly substantial change to the nature of the spell though. Firstly, moving "Cure Disease" to be the Life2 mage spell, solving the problem some civs have of being unable to get access to the spell due to lacking priest units. It's a useful spell, often needed and appropriate for that sphere/level.
Secondly, having "Banishment" as a second tier divine spell for Good and Neutral religions (or at least Order and Empyrean). The nature of the spell would be such that:
- Two values are compared - casting strength and ability to resist
- The undead unit's ability to resist is a fixed value (CurrentDefStr *2)
- The caster's strength is variable (CurrentAttStr + Rand(CurrAttStr) + Rand(CurrAttStr)) [this means his casting strength is between 1 and 3 times his actual strength].
- If the Casting Strength is less than the Unit's Resistance, no effect.
- If the Casting Strength is equal to or greater than the Unit's Resistance, the undead unit is "turned" by the spell (Immobilized for 2 turns).
- If the Casting Strength is more than a threshold (double/triple?) when compared to the Unit Resistance, the unit is "banished" and destroyed outright.
This means that weakened undead units are vulnerable to being destroyed by the spell, but strong, healthy units are likely to be simply stunned or to resist the spell completely. I would likely want to make the spell effect demons in the same way.
(By adding two separate random rolls to the Casting Strength, we get a roughly normal random distribution with a peak at 2*CurrAttStrength - but a fair amount of probability density on either side. This means that a healthy caster of the same strength as a healthy target has a 50%-60% chance to get at least an equal score (depending on the actual strength of the unit). When cast against a stack, that means a good number of stunned units per cast).
===
For the evil civs, "Control" would work in a similar way, except that instead of banishing the target unit, the spell works as a weaker form of domination (the threshold value to control the unit may need to be slightly higher due to the additional benefit of gaining a unit vs simply destroying it).
===
This stops the spell being cripplingly effective against any civ that relies on Undead/Demons (Scions/Infernals) and requires that they are still engaged in standard warfare to weaken the units (weak units are most vulnerable). It does provide an excellent way to clean up the weakened units however (effects stacks) and fills the role that assassins normally might (Marksman doesn't work against non-living).
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but I don't want to see Cure Disease moved over to Arcane.
What I personally would like to see done for Destroy Undead is to see *it* moved over to Divine casters, then see the Divine casters for the Scions (Doomsayers, et al) get some sort of bonus that lets them, and the stacks they're in, resist the spell at a high percentage (maybe even set it so it does reduced damage if they do resist?)
Or some other fix. Admittedly, Sanctify from Life I feels like it should be divine. I just don't have anything else to give Arcane casters of Life magic 0_o
Aye - that's the main problem really - finding something else to give Life Arcane. There was a link (back in the day - end of Light, start of Fire) between Life2 and Cure Disease... When Divine spells relied on other sphere promotions rather than religion, it was a Divine/Life2 spell. It is still as you said, a divine spell.
The main reason to make it a Divine spell is that Priests have much higher combat values, so with the proposed system are much better able to deal with high strength undead. It could be reworked to deal with the mages having lower strengths (making the mage's strength worth more in the formula) - but it's not as neat... It also feels like a divine spell, but that's pretty much just the "cleric-influence" talking.
A lot of the Life spells do seem like "good divine" spells, I agree, but sanctify wouldn't be of much use as a level 1 evil divine, and a "spread hell terrain" opposite version would probably be too powerful for level 1.
====
There've been a couple of posts that are against Cure Disease being arcane though, but I'm not sure of the reason. Thematic? "It's always been Divine?" Something else? Life magic is related to restoration, which seems to fit the role of Cure Disease nicely - but I'm interested in reasons to argue the other way at the moment (primarily game-mechanics reasons - which are more important that lore based for the moment)...