Spell Feedback and Review(long)

River of Death really sounds more like a Death spell than an Entropy one. If I were to ad something like this I'd probably make it a Death/Shadow cross sphere spell.
I think the River of Death idea makes sense as Entropy, although it's probably more accurate to call it River of Rot/Decay/Disease/Malediction. It's essentially adding fallout to the map. Actually, it would be cool to add fallout-like effects back into the game, although adding tactical nukes might be a little over the top...hmmm, or is it...
 
Actually, allowing Profanes to act as Nukes (meaning you'd be sacrificing the unit, and would need to get another Ritualist up to level 6 to replace it) could be pretty of cool.

I'd forgotten that there is no longer a defile spell. When it did exist, I usually changed it to also increase the plot counter (moving the plot to be closer to hell) too. That way evil civs could spread hell into good lands.

I was also thinking that something like (my) defile spell could be god as a pyPerTurn effect of Unholy Taint and/or Vile Touch.

Edit: I tried letting Profanes act as nukes, and I don't think it really works. They don't explode and die. I think this is controlled by the <bSuicide>1</bSuicide>, but that would make them die when they attack anything the normal way too. There isn't any fallout either, I'm not sure why. It basically seems to be the same thing as attacking, but at range. You can even capture units this way. It seems like they have unlimited range (but cannot attack less than 1 tile away) like ICBMs although although I was aiming for a 1 tile range limit. The diplomatic modifier is working. It does shake the screen too, but that's just graphical.

I guess that I could give Profanes a spell that summons a nuke-equivalent and sacrifices the caster.

I went ahead and let Profanes summon Tactical nukes (copied from BtS, made compatible with FfH schema, and made to look like Azers) and it seems to work fine. They aren't quite as powerful as I remembered though. Maybe the spell shouldn't kill the Profane...
 
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I honestly can't believe that nobody (including me) has added a nuke-equivalent to this game yet. Shame on us. Shame on us all.

(and yeah, Magister, a spell giving a nuke-equivalent seems like a perfectly reasonable way. I wish I had thought of this first :(
 
I think the River of Death idea makes sense as Entropy, although it's probably more accurate to call it River of Rot/Decay/Disease/Malediction. It's essentially adding fallout to the map. Actually, it would be cool to add fallout-like effects back into the game, although adding tactical nukes might be a little over the top...hmmm, or is it...

This would really be a great idea for a spell - some temporary fallout-type effect to every riverside square downriver of the caster plus a bunch of negative health in cities. Sounds very hard to code, but would make a great Entropy 3 spell. The new Wither is a definite improvement, but it honestly still seems more like a level 2 spell (also makes a great excuse to move the revised pit beasts to chaos 2, mutation could go back to OO along with water walking, and Tsunami could become a Water spell :p)

And I so totally agree about making a nuke spell :D

Love the new changes to the spells btw, especially the Mind spells and Wonder.
 
I had a mage with air and water and think that is a great combination.

I actually enjoy fair winds. When you have the first tier of ships, the +1 movement is nice. The 25% withdraw rate is neat but thats the secondery effect. But what irritated me is that I could WALK my mage over ocean, but none of my ship could carry anything else over. Could Water-walking also give tier 1 ships the ability to move tier 1 ships in oceans?

An other ide, could we develope combination spells? Examples:

Air II+Water II -> stronger verson of 'fair winds'

Air III, Water III, Fire III, Earth III -> Elemental storm (a pure damage spell)

Entropy II + Nature II : Finidish: Gives Fiendish promotions to your animals

Life II+Nature II : Celestial: Gives Celestial promotions to your animals

Entropy III+ Death I, II, III : all undead summonings passes the enervated promotion in attacs. (espesially usefull if enervation is removed and replaced by a river of blood spell.)

Caos II + Nature II : summon mutated animal (random animal with mutated promotion, which cannot be used to build gorilla cage etc.)

Fiendish promotion:
For example: some fire resistance, +1 attack, -2 defence, blitz? Permanent

Celestial promotion:
For example: electricity+cold resistance, +1 defence, -2 attack, guardsman?
Permanent
 
How about a life spell that creates life randomly? Say, a level II spell that spawns 3-7 random animals?
 
How about a life spell that creates life randomly? Say, a level II spell that spawns 3-7 random animals?
(Bolding mine)
That falls more under Creation, or maybe Nature, than it does under Life. To properly balance *cough* Grand Menangerie *cough* you'd have to make them Barbarian, make them temporary and/or useless for cage building, or make the spell L3, though. Possibly some combination of those. Making barbarian beasts spawn seems very out of tune for the Kurioate sphere, so I'd mix the 2nd and 3rd (spawn a bunch of non-cageable animals for battle, individually weaker than L3 summons but making up for it with numbers.)
 
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