First, I took two nights off from coding to actually PLAY FfH2. A much needed break! Played the Svartalfar on an Erebus map and ended up on a pretty good sized island all by myself. Built up a nice evil empire and then did horrible things to everyone else. Very therapeutic!
Second, I mostly finished the chained events that make it possible to buy and sell stuff from merchants. I may add a few things, and I am certain that prices will be fine-tuned, but it works for now.
Third, I have been struggling with a twist in the magic system that I really wanted to use. You see, many of the traditional FfH2 spells are useless in this scenario setting. Moreover, there is not much of a future for a Khazad adept under normal rules, but I want to give the player an option to be a magic-user.
I came up with the idea of having mana crystals being an infrequent, but not rare, treasure in my dungeons. When the player runs over them, they can be "picked up." Picking up a certain flavor of crystal gives the player one rank in that domain. For example, if you already had Earth1, running over an earth mana crystal would promote you to Earth2.
But to make this system work, the crystals must be expendable. For example, suppose you have Earth3. If you decide to cast stoneskin, it will "cost" two ranks of earth, and you go down to Earth1. If you summon an Earth Elemental, you expend all ranks of Earth.
In trying make this work within the limitations of the contest (arghhh!), I had the engine looking for the RESULTS of the spells in order to adjust mana promotion levels.
Well, guess what? It looks like summonables do not use the onUnitCreated def! For balancing, I wanted the summons to be permanent (they would only be permanent for one dungeon level, though, and would not accompany the party to the next level). I was trying to code a way to make a summoned Earth Elemental not disappear in one round, but trying to intercept things using onUnitCreated does not seem to work.
Any ideas? I would like to use this system for the DA scenario. I may still use the accumulation method, but being able to do a third tier summon every turn seems a bit overpowered for a dungeon setting.
On the other hand, perhaps I could limit the number of mana promotions a character can have to something like 6. That way you could have rank 3 in one sphere, rank 2 in another and rank 1 in yet another. Or rank 1 in six spheres.
Anyway, feedback on this would be truly appreciated. I need to lock down this design in order to implement the next mission, since Kandros Fir allows Gorym to choose a "class" before heading out: scout, warrior, or adept.