Nikis-Knight
Deity
I had a few more ideas today, just to consider:
vitalize could be changed to a worker action requiring commune with nature. It'd allow for more nature spells and probably be much better on the ai.
Possibly we could combine mages and conjurers while still leaving the summoner/arch-mage dichotomy. Just keep 1/2 the summons, the more interesting ones, adjust power levels, and have mages promote to archmages or summoners.
*But if Summoners are removed, be sure to remove the summoning promotion from Bebematos (sp?), otherwise I expect any map with him to crash.
vitalize could be changed to a worker action requiring commune with nature. It'd allow for more nature spells and probably be much better on the ai.
Possibly we could combine mages and conjurers while still leaving the summoner/arch-mage dichotomy. Just keep 1/2 the summons, the more interesting ones, adjust power levels, and have mages promote to archmages or summoners.
*But if Summoners are removed, be sure to remove the summoning promotion from Bebematos (sp?), otherwise I expect any map with him to crash.
I had thought you meant too powerful earlier, but thinking about it more, you surely meant too weak, since this leaves few T3 non-permanent summons. To help the Sheaim retain their flavor and use, you could move some of the current weaker summons to other units, like archers with chaos marauders (maybe at 1 str), assassins with summon spectre, veil priests could keep summon imp, etc. So there would be a few summons to tide them over until they get their (now archmage-replacing) eaters of dreams.The only thing im worried about with this design is its impact on the summoning trait. hmm..
Ah, yeah, I thought of this too. it could be another way to help the Sheaim; perhaps death 1gives both summons skeleton and summon nightmare, likewise water 1 could give water walking and spring.Anyways couldn't some spheres have two, weaker spells instead typical 1 strong?