MagisterCultuum
Great Sage
I am thinking about making some more changes to how Graveyards work.
Instead of generating a random Sluagh at the (0,0) plot whenever a Graveyard is created, I'm testing out having Graveyards themselves randomly generate Sluaghs on their own tile through the same mechanism that makes Barrows generate Skeletons. The Sluaghs created on Graveyards will be given random names, unit types, races, religions, and maybe a few promotions based on nearby cultures or what the closest city can conscript.
The Graveyard version of Resurrection can only resurrect a Sluagh that is found on that Graveyard tile.
Death Affinity + Channeling 3 gets an additional spell to raise every Sluaghs in a Graveyard as undead versions of their unit type.
When an Undead unit is summoned on the site of a Graveyard, that Graveyard is automatically robbed. If it was not on Hallowed Ground, then one of the Sluaghs on that tile is converted to the undead summon. The Undead unit gains the xml, level, custom name, promotions, etc., and that Sluagh can never be resurrected through normal means.
Rob Grave removes Hallowed Ground from the tile. AI players of the Good alignment are blocked from using this, unless they are Mercurians.
When the Mercurians cast Rob Grave, any Sluaghs on that tile that have a Good religion will return as Angels.
When the Infernals cast Rob Grave, any Sluaghs on that tile that could not become Angels will return as Manes.
Demonic and Undead units cannot Rob Graves that are on Hallowed Ground. When controlled by the AI they cannot even enter Hallowed Ground, and when controlled by a human moving there deals them holy damage. Hell Terrain cannot spread into Hallowed Ground.
Bradeline's Well will no longer sometimes grants Creation Affinity. It will always be Death Affinity. The Seal Well spell (available with perverted sort of Death Affinity) will defile the terrain and remove Hallowed Ground within a several tile range. The Unseal Well spell (available with the moral form of Death affinity) makes all adjacent tiles Hallowed Ground.
The Overcouncil's "Outlaw Death Mana" resolution is renamed "Outlaw Necromancy." It mostly functions the same, but also causes units belonging to a full member of the Overcouncil have their Death Affinity changed to the Moral/Arawn/Sidar version which would allow Hallow Graveyard, Destroy Undead, and Summon Angels of Death (with Channeling 3).
I am thinking of removing the Life 2 and Life Affinity versions of Destroy Undead, replacing them with "Summon Tomb Warden."
The new "Tomb Warden" unit is an angel with Undead Slaying, Guardsman, March, Medic 1, Medic 2 (so it can cast Cure Disease), Life Affinity, and the ability to defend first against and target various undead unitcombats in stacks of stronger units.
A Tomb Warden may appear as a hostile unit when you cast Rob Grave. I might also let it appear as a Treant-life defender when hostile units trespass on a Graveyard that is on Hallowed Ground.
The Sanctify spell would not longer remove Graveyards, but instead grant Hollowed Ground there. It would summon a Tomb Warden instead of Einherjar.
I'm considering possibly making the Tower of Divination grant free promotion picks to Angels based on their prereq mana, in much the same way that The Tower of Elements does for Elementals and Tower of Necromancy does for the Undead. This would not apply to the basic Angel unit, as it has no mana prereq, but would boost Einherjar/Ophanim/Valkeries based on Law mana, Tomb Wardens based on Life mana, Angels of Death based on Death mana, and Repentant Angels based on Spirit mana.
Rather than making all of the Greater versions of the spell produce summons with the Strong promotion, I am thinking of making the non-affinity versions of the summons start with Weak.
Dimensional Affinity granting Strong to all summons should cause Weak to be removed.
I'm thinking defeated Guardian Vines may split into two weaker units, like Tar Demons or Water Elemental do.
Instead of generating a random Sluagh at the (0,0) plot whenever a Graveyard is created, I'm testing out having Graveyards themselves randomly generate Sluaghs on their own tile through the same mechanism that makes Barrows generate Skeletons. The Sluaghs created on Graveyards will be given random names, unit types, races, religions, and maybe a few promotions based on nearby cultures or what the closest city can conscript.
The Graveyard version of Resurrection can only resurrect a Sluagh that is found on that Graveyard tile.
Death Affinity + Channeling 3 gets an additional spell to raise every Sluaghs in a Graveyard as undead versions of their unit type.
When an Undead unit is summoned on the site of a Graveyard, that Graveyard is automatically robbed. If it was not on Hallowed Ground, then one of the Sluaghs on that tile is converted to the undead summon. The Undead unit gains the xml, level, custom name, promotions, etc., and that Sluagh can never be resurrected through normal means.
Rob Grave removes Hallowed Ground from the tile. AI players of the Good alignment are blocked from using this, unless they are Mercurians.
When the Mercurians cast Rob Grave, any Sluaghs on that tile that have a Good religion will return as Angels.
When the Infernals cast Rob Grave, any Sluaghs on that tile that could not become Angels will return as Manes.
Demonic and Undead units cannot Rob Graves that are on Hallowed Ground. When controlled by the AI they cannot even enter Hallowed Ground, and when controlled by a human moving there deals them holy damage. Hell Terrain cannot spread into Hallowed Ground.
Bradeline's Well will no longer sometimes grants Creation Affinity. It will always be Death Affinity. The Seal Well spell (available with perverted sort of Death Affinity) will defile the terrain and remove Hallowed Ground within a several tile range. The Unseal Well spell (available with the moral form of Death affinity) makes all adjacent tiles Hallowed Ground.
The Overcouncil's "Outlaw Death Mana" resolution is renamed "Outlaw Necromancy." It mostly functions the same, but also causes units belonging to a full member of the Overcouncil have their Death Affinity changed to the Moral/Arawn/Sidar version which would allow Hallow Graveyard, Destroy Undead, and Summon Angels of Death (with Channeling 3).
I am thinking of removing the Life 2 and Life Affinity versions of Destroy Undead, replacing them with "Summon Tomb Warden."
The new "Tomb Warden" unit is an angel with Undead Slaying, Guardsman, March, Medic 1, Medic 2 (so it can cast Cure Disease), Life Affinity, and the ability to defend first against and target various undead unitcombats in stacks of stronger units.
A Tomb Warden may appear as a hostile unit when you cast Rob Grave. I might also let it appear as a Treant-life defender when hostile units trespass on a Graveyard that is on Hallowed Ground.
The Sanctify spell would not longer remove Graveyards, but instead grant Hollowed Ground there. It would summon a Tomb Warden instead of Einherjar.
I'm considering possibly making the Tower of Divination grant free promotion picks to Angels based on their prereq mana, in much the same way that The Tower of Elements does for Elementals and Tower of Necromancy does for the Undead. This would not apply to the basic Angel unit, as it has no mana prereq, but would boost Einherjar/Ophanim/Valkeries based on Law mana, Tomb Wardens based on Life mana, Angels of Death based on Death mana, and Repentant Angels based on Spirit mana.
Rather than making all of the Greater versions of the spell produce summons with the Strong promotion, I am thinking of making the non-affinity versions of the summons start with Weak.
Dimensional Affinity granting Strong to all summons should cause Weak to be removed.
I'm thinking defeated Guardian Vines may split into two weaker units, like Tar Demons or Water Elemental do.
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