Bob5

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  • in reply to: Scouts and vision range #291619

    Bob5
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    Explorer Specialisation gives them +1 vision range with Scout Training.

    in reply to: Bot attacks spotted #280420

    Bob5
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    in reply to: Shadow Realm – alpha tests #280393

    Bob5
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    – the Bombard ability directly gives “Infected” to the unit on the central hex instead of triggering “Inflict Infected” with a blight check
    – Celestrial Tower (MCU) lacks the damage description (” … deals 20 to a single enemy unit“)

    Fixed these two as well

    in reply to: Shadow Realm – alpha tests #280391

    Bob5
    Member

    – the T3 building unlocks both Umbral Weavers (the new one should be renamed Umbral Weaver Chariot for now, waiting for better names), should unlock only the Chariot one
    – the chariot Umbral Weaver has 2 figures on the tactical map, instead of 1

    Fixed these two.

    in reply to: Shadow Realm – closed beta tests #280388

    Bob5
    Member

    Grabbing Shadow Weed to counter Shadow Sickness appears to be adding every damage channel to a unit’s melee attack for the rest of that turn. Unsure it real or just a display error in the unit details.

    It’s real. If I remember correctly Shadow Sickness should also give -1 to all damage channels on a unit’s melee attack, so the Shadow Weeds’ Lesser Shadow Walking simply nullifies that.

    I meant the Race: Draconian page/description in the ToW. It doesn’t list Shadow Walker.

    True. We never updated that description. I’ll take a look at that later.

    in reply to: Shadow Realm – closed beta tests #280383

    Bob5
    Member

    Update on Shadow Elf Deity Economic. It indeed doesn’t show up in the description for the Grand Palace (for non-Necromancer classes) or Palace of the Perished (for Necromancer classes), but the Casting Point boost IS applied when building the unit. I’m not sure why it doesn’t change the description, maybe Casting Points are unique like that? The mana boost on the Champion Economic Race Governance does show up in the descriptions for the class buildings. Does anyone know if the Great Temples update their description in High Elf cities with High Elf Deity Economic?

    in reply to: Shadow Realm – alpha tests #280382

    Bob5
    Member

    – Spawn Larva acts as Greater Reanimate Undead (brings back the dead unit) instead of acting as Raise Corpse but with Larva instead of Cadaver

    I already fixed this a while back (see change log 6th of June), it should be fixed in the currently published build. I remember even testing it back then. Note that the display popup when hovering with the ability over the corpse will display the name of the dead unit, not “Spawn Larva” or “Shadow Demon Larva” (Raise Corpse does this too), but it will revive the unit as a Larva. Also note that xp of the dead unit is transferred to the Larva. No way to prevent this I’m afraid, but it does mean that if corpses of units with lots of xp are targeted the spawned Larva can evolve immediately by the end of that same battle.

    – Static Discharge seems to be considered a melee attack, should be Touch/ranged (to avoid getting Panicked due to a Fearsome Shadow Demon Lord for instance!! or if possible the first effect should be Touch – so can get Panicked – but the jump should be ranged and not possible to get Panicked)

    It’s already considered a touch attack. Can’t distinguish between initial attack and the jumped attacks, it’s either all of them are touch or all of them are ranged. I’ll change the entire effect to ranged.

    – the Shadow Demon Larva has no entry on the ToW (I guess I missed where it was set so didn’t reproduce it)

    Can’t reproduce this, entry shows up for me.

    – Lightning Sprites “Static Discharge“ is by default in “attack mode” and cannot be used as “move and attack“

    I’m not entirely sure what you mean by this. It is already set as allowing Move and Use, meaning that if you target a hex without a unit on it it should just move the unit to said hex. If you target a unit the sprite should move next to the target unit and then use the ability. Note that because Static Discharge requires three action points you can’t use the ability like this if the movement before using it ends you up in the yellow or red range, you wouldn’t have sufficient action points to use the ability after the movement so the game blocks that action.

    – Summon Lightning Sprite does not show blue hexes for valid targets (all adjacent hexes). A possible solution would be to make it move and use, similar to other touch-range abilities where the unit automatically moves to get in range of the ability

    Summon Lightning Sprite is now Move and Use. You can target any hex within the movement range of the unit using the ability, the unit will automatically walk to an adjacent hex and then summon the Lightning Sprite.

    in reply to: Shadow Realm – closed beta tests #280381

    Bob5
    Member

    Shadow Elf Champion Economic does not reduce the cost of Necromancer’s Dark Tower.

    Fixed this for the next build.

    Unsure about the naming of the “Vulnerable to Shadow Sickness” effect that appear to be applying the stat reduction. Can we change it to say “Shadow Sickness”, have it as a red name (does that require it to be a specific duration temp effect). Also the description should explicitly state that the debuff is currently being applied. I realise there may be game limitations here, but perhaps the “Vulnerable” effect could apply a second effect being more explicit.

    This is indeed game limitations, we can’t have an effect appear and disappear based on the layer the unit is in unfortunately, this is essentially the best compromise we can get. It’s a bit like Night Vision in a way, Night Vision always shows up in the unit panel but it only increases vision range in the underground layer.

    Do non Shadow Elf races dislike Shadow Realm? Its not stated in the ToW. And doesn’t appear to be the case. Did we drop this, or is it just not implemented yet?

    I’m not sure honestly. I reckon we still need to do a lot of balance testing in the beta, I guess we’ll see how it goes there.

    Shadow Demon Slayer doesn’t have the damage type icon in the description.

    This is intentional by me. Shadow Demon Slayer adds +3 damage to the first damage channel in use, which doesn’t have to be the physical channel. The same is done for Shadow Elf Slayer (can be added to weapons in the Item Forge and is part of the Killer Instinct spell) and Strong Will Slayer.

    Walking over Shadow Weed with a Shadow Sick unit gives it an extra +1 phys/blight/fire/frost/spirit/shock damage on its Melee Strike until next turn.

    If I understand correctly this is intentional. Shadow Weeds effectively should cancel out the Shadow Sickness effect on the Shadow Layer. They give +1 def, +1 resistance, +1 base damage to all damage channels. Base damage is essentially the damage done by the basic melee attack of the unit (usually melee strike), sometimes also used in specialised melee attacks like Assassin’s Strike or Defensive Strike.

    Shadow Elf Deity Economic does not add the +10 casting points to the Palace of the Perished description.

    Not really sure what’s going on here, I’ve checked everything in the Package Manager and everything seems to be linked up correctly. Is it still adding the casting points bonus to your total if you build the Palace of the Perished? It should only work for Palace of the Perished in Shadow Elf cities, and only if you’re playing Necromancer. Other classes should get the bonus to Grand Palace instead (only in Shadow Elf cities).

    Glass Armoury seems rather cheap.

    It is, but I think it’s still quite fair as the boost it actually gives is relatively small for a MCU and it still takes a turn to build.

    Do non Shadow Elf races dislike Shadow Realm? Its not stated in the ToW. And doesn’t appear to be the case. Did we drop this, or is it just not implemented yet?

    I honestly don’t know. It’s easy enough to implement, maybe it was deemed to be too punishing to add on top of the Shadow Sickness penalties?

    in reply to: Shadow Realm – closed beta tests #280354

    Bob5
    Member

    – Archon saints are vulnerable to shadow sickness
    – Eldritch Horrors are vulnerable to shadow sickness *
    – Elder Eldritch’s are vulnerable to shadow sickness *

    *’ Are they supposed to be vulnerable. I have not read anything about them. I believe they should be immune?

    Archon Saints should be through them being Archons. The others don’t have anything that’d make them get Shadow Walking as far as I can tell.

    in reply to: Shadow Realm – closed beta tests #280173

    Bob5
    Member

    One thing about the Lightning Sprites, they’re not very powerful, they’re fragile like Wisps but without the stunning or teleporting that Wisps can do. Static Discharge can be tricky to use as you need 3 action points and it’s melee range only. If enemies are in that range chances are they already attacked your Sprites and you lost action points in retaliation, while if they didn’t attack you they’re usually not in green range to hit. So in practice it is quite situational.

    That said, they do function reasonably well as free meat shields that you can summon at the start of battle. Lightning Sprites are decent in taking hits that you don’t want your other units to take. It’s a little trick the Storm Priests can do, it’s their equivalent to other supports getting healing options or buffs like Dragon Ancestry. Lightning Sprites are also somewhat of a high priority for the AI to target as I think their Static Discharge counts as an AoE attack which is higher priority for the AI. They’re excellent in distracting enemy units when clearing because they’re so expendable, especially for PBEM I think they’re good enough.

    – the effect of the Shadow Weed is displayed as “Shadow Weed Decoction” in blue. The visit site can only give a “property”, not a “requisite” so it cannot be “Shadow Walker” and it can’t make units immune to Shadow Artifact (outside the SR layer). “Shadow Weed Decoction” is already the name of a spell, so we need to find another name.

    If I recall correctly Shadow Weeds should give Lesser Shadow Walking in the current (end of June) build.

    – Spawn Larva acts as Greater Reanimate Undead (brings back the dead unit) instead of acting as Raise Corpse but with Larva instead of Cadaver

    I’m pretty sure I already fixed this. Do note that the popup before clicking on the corpse will display the name of the dead unit, I think Raise Corpse also does that, but it will resurrect as a Larva.

    in reply to: Bot attacks spotted #280150

    Bob5
    Member
    in reply to: Bot attacks spotted #280144

    Bob5
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    in reply to: Bot attacks spotted #275741

    Bob5
    Member
    in reply to: Bot attacks spotted #274702

    Bob5
    Member

    Bob5
    Member

    I honestly don’t know where that’s set actually, it might just be hard-coded. Do you know if properties given by Heart Structures (like Inflict Immolation from Heart of the Volcano) are transferred upon evolution?

    in reply to: Bot attacks spotted #274281

    Bob5
    Member
    in reply to: Bot attacks spotted #274068

    Bob5
    Member

    Bob5
    Member

    Basically what Gloweye said. Also, for Shadow Walker I wouldn’t know why it’s necessary. I can’t think of any unit that has Shadow Walking in its unevolved form but no longer Shadow Walking in its evolved form. But Shadow Walking is first and foremost a Requisite. It has a property attached to it, but that’s purely there so it shows up in the unit panel. That property doesn’t actually do anything.

    in reply to: Questions for multiplayers #274018

    Bob5
    Member

    I don’t think that’s going to happen. It’s just not feasible. What if others attack you while you’re in combat? There’s ton of issues with it, you just can’t have other players complete entire turns while someone else is stuck in one battle.

    in reply to: Bot attacks spotted #273972

    Bob5
    Member
    in reply to: Bot attacks spotted #273965

    Bob5
    Member
    in reply to: Shadow Realm – alpha tests #273917

    Bob5
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    Each Combat turn or round?

    Every round. Battlefield enchantments that fire spells automatically always fire at the start of the caster’s round if I’m not mistaken. That hourglass symbol always refers to full rounds as far as I know.

    in reply to: Bot attacks spotted #273803

    Bob5
    Member
    in reply to: Shadow Realm – Brainstorm #273752

    Bob5
    Member

    I finished my first draft design of the Spawn Larva ability FX. Please let me know what you think on how it looks, it should show up in the upcoming build. I’m still playing around a bit with the sound effects, they’re not perfect yet, and I’m planning to have a little bit more FX trailing the Larva model. Also, please take a look at how the effect lines up with the Harvester, I can’t see that in the mod editor.

    Overall I think I have a good baseline, but I’d like to make it slightly more brutal and gory as it were, it’s just the SFX needs to support it and I’m not sure how it’d look if the Harvester doesn’t have a supporting animation. It’s a lot of experimentation.

    One more thing, I’m using the scale multiplier for the Larva Model in this FX so that the spawned Larva in the effect ends up at the same size as the actual Larva in tactical. If anyone changes the size of the Larva figure, please send me a message so I can adapt the effect.

    in reply to: Bot attacks spotted #273713

    Bob5
    Member
    in reply to: Bot attacks spotted #273687

    Bob5
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    in reply to: Shadow Realm – Brainstorm #273584

    Bob5
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    If we give them Mounted & a chariot… I guess they should get Charge and 36 MP, right?

    Not necessarily. Frostling Ice Queen has mounted but 32 MP and no Charge.

    in reply to: Bot attacks spotted #273577

    Bob5
    Member
    in reply to: Bot attacks spotted #273566

    Bob5
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    in reply to: Shadow Realm – alpha tests #273563

    Bob5
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    Infused cost change was already implemented, I guess I forgot to add that to the change log. Equipment Stability Field I haven’t made yet. Yesterday I made a start for particle effects for the Spawn Larva ability. I’ll get to the battlefield enchantment once I’m done there.

Viewing 30 posts - 1 through 30 (of 1,322 total)