Wouldn't it be more accurate (lore-wise) to just give the first Council of Four unit a unic name and perhaps (since battle hardened isn't of much use to a unit that already on lvl. 6) the summoner promotion? Would go well with the Legion's theme of controlling the undead without unbalancing the game unnecessarily...
Your first arcane unit isn't necessarily the best after all, especially since you will often want to give it spells which are crucial in the early game but useless on a high level combat mage (think terraforming, enchantment, inspiration...)
About the new unitline: Have you considered reducing their experience gain somewhat (like 25%), otherwise they might just end up stealing the arcane line their position on the front line...
Looking forward to the new Legion.
Yes, but the first Council of Four is rather late game. And I personally have never used any of those spells as D'tesh... Especially now that Mages don't gain free xp, and you have to go out and earn it in combat. Every spell I take is combat-oriented. It also makes Battle-Hardened VERY powerful for it, as you're getting up to 50xp there for free.
I haven't considered nerfing their xp, but will if I have to. Atm, the Sentinel is 3/5 (including Death combat); the Binder (Adept, same tier) is 5. Sentinels are cheaper, and make better defenders, but you'll want the Arcane line to be the offensive core.
Can a Watcher take Shield of Ramne? If so its strength would be 1-2/3+2 = -1/5. Does this work? Will it just give 0/5? Just curious. Or does the +1 death damage just make it even out at 0/6 ? Will this unit be able to attack still? What would happen if it attacked a golem with effectively -1 strength?
They can, and the death damage neutralizes it at 0/6. Tested that specifically last night.
Leaves the unit unable to attack (like a worker with defensive promos), but makes him a VERY strong defender for that time period.
Valkrionn :
three aspects on the D'tesh :
(I never played them ; my comments are just "first-time reader" comments)
-possibility of "cheat" :
get your capitol city to X + 12 pop; then move the palace to another city that is maxed out at X pop ; grow it to X + 12pop. start again when you get a new building that ougth to allow a higher pop city.
well that is only unless removing the palace decrease the pop ; or if the current population of a D'tesh city is really fluctuant : +1-1 every odd turn : pop vs achievement (but I'm not sure I understood that concept)
Hmm. Actually had not considered that... May have to prevent the Spire from being built in other cities. Would still be relocated if you lose the capital, but otherwise immovable.
Either that, or decrease your population to the new cap... Suppose I should do that anyway, simple doCityTurn function. Check the popcap, compare to the size of the city, if too high, spawn slaves and decrease population.
2nd point :
-your council of Four get +1 shadow affinity : it seems a bit non-interesting. all other mechanisme of the D'tesh are based on Death affinity ergo all your mana nodes will e death nodes. the only shadow node you'll have is eventually Nox Nixtis. So IMO shadow affinitu may not be really useful.
It's just something they've always had, not something I specifically added. Think the goal was to encourage a variety of manas.
3rd point : It is a civ with a huge emphasis on Death mana... But death mana already has a big mechanisme pushing you to stack it. IMO, it may be a "bit" too much.
your D'tesh mages and "new disciple line (replaces melee line?)", with death affinity are virtual phalanxs moving around quite early in the game : what chance do the neighboring civs have ?
(4/6 +1death +death affinity is way stronger than 6 + metal weapons as it is : 5/7 + death affinity ; and you can easily have 4death nodes or much more by the time you get iron working.)
==> why not have their affinity work with another mana ? ex : "life" ? I don't know the lore but... why not have their "revived dead" condition be enhanced with life mana ? makes more sense than having death affinity : death serves to anihilate life : good use against someone, but maybe not so good a use to enhance the animated corpse ; especially if the corpse is not a "summon" but an actual "citizen" of your empire.
==> I really like the feel of having abilities for 2-3 manas at tier III + affinity for 1mana for the next tier IV unit : it forces you to chose : stack your manas to play on the affinity of the Tier IV unit or spread the mana to enhance the mana ability of the tierII tierIII units ?
Or even better Have affinity for different manas depending on the different unit branchs.
(Death affinity for all D'tesh units + DeathII and DeathIII summons seems a bit OP and simplisitic)
ex :
Death's Head
Disciple Unitcombat
4/6 , +1 Death Combat, +1 Death ability + 1body ability + 1shadow ability ==> max : 8/10 (still strong)
Hand of D'tesh
10/12 , +2 Death Combat, +1 Death Affinity (and not +2 as 10/12 +2/death node is...OP)
*my 0.2 ... sorry if there are much rambling
I'm thinking about adding code allowing me to give single point strength boosts when you have the appropriate mana, so something like your 'ability'. If I do, it will be used for the Death's Head... Not too worried about the Hand of D'tesh being strong, it's limited.
Life would be vastly inappropriate. Death mana (as used in the game) is not
True Death magic. It is
UnDeath. Necromancy. As a result... There is no more appropriate mana for the D'tesh. There also aren't really any 'citizens'; All of them are under the control of D'tesh, some just have more freedom than others.
If I add the aforementioned mechanic, I'd spread it around a bit. Death, Shadow, and Entropy.
lorewise, body would do better than life for enhancing corpses .
Yes it would be... But that's the Scion's thing.
