Ahwaric
Shrubbery-hugger
As imuratep said, it is just for one turn. And 30% is required to get sets of promotions, not just one. If anything, I will increase the chance a bit.30% chance for Crazed spawning additional promotions is too much. Held will be a pain all on it's own. Knock it down to 20% and possibly even lower.
But you might have a point, held will cripple the stacks (as some members will sometimes become held), and that will not be good for the AI. So held may need replacement.
It is possible, but I am not sure we should use the direct opposites for crazed. I prefer to get interesting combinations of good and bad effects, i.e. having blitz but weak. Though I agree, strength of the deep & weak at once seems strange.I like the idea of waxing - waning power though. Wonder if they could be made mutually exclusive?
The whole mechanics is not set in stone, and it is easy to change the promotions (in fact, it is xml only, I have rewritten some tags). So, if you have any proposals for the promotions linked to crazied, feel free to post them. But remeber, that not all should be good (nor bad).
There are different kinds of madness. You can get a weird but predictable individual (freak), or one that is not predictable, as it depends on what phase it is (bipolar) or the reasons are strange, chaotic or even not relevant for normal people (new crazied). The old crazied/mad was just to make unit uncontrollable by the player.Interesting that both you and Kael consider mad warriors to be unpredictable. I would be more in favor of a system like Balseraphs Freak were you don't know what you'll get, but what you get doesn't change further.
Water walking is only required to enter the water tile. If units looses the ability, it will be teelported to the closest visible land tile. No drowning on Erebus. Ever...I get that you want strength of the deep to be water associated but random water walking? Won't the AI start drowning it's units that way? Especially if the unit can suddenly get held?
For now, they just claim the fort and leave it empty in early game. In late game they tend to guard them.Forts sounds just what I was hoping for now. Very interesting to see what the AI will do.
The changelog is not completed, I will be working on 0.30 for some time. So it will probably be changed, too - just want to get some feedback on changes that are in and adjust if necessary.The unreligious civs still miss out on the boosts to improvements granted by FoL and RoK techs.
Why not? I think we can, and if not, it can be changed. But I think we should make them less able in combat if the terrain is bad for them, i.e. -25% combat for lizards in snow & tundra, or -50% for frostlings in desert (or even grassland)Too bad we can't put in unfavored terrain, especially for the "terraforming" civs. Would make sense that they got extra poor yields from certain terrain.
That was the intention. The mental clarity should be an upgrade - no negative ones, maybe different promotions, more suited for a priest. But I no longer consider crazed a negative promotion - just weird.Now they are powerful units and they crazed promotion is actually one you want to keep.
Edit: What do you think of my proposals regarding Overlord priests?
By the way, should we still call OO the Octopus Overlords? Or simply Old Ones?