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Why do Frost Weapons cost less and do more damage?
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# ? Sep 11, 2017 22:40 |
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# ? May 27, 2024 22:18 |
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gently caress yea pretty borders and being able to actually recruit national commanders and scouts without gimping your mage factories is gonna be worth it alone.
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# ? Sep 11, 2017 22:42 |
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Speleothing posted:Why do Frost Weapons cost less and do more damage? Maybe they're temperature dependent.
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# ? Sep 11, 2017 22:44 |
Speleothing posted:Why do Frost Weapons cost less and do more damage?
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# ? Sep 11, 2017 23:22 |
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the Orb of Zot posted:The speed at which you can get vampire swarms going was cut down to a third at least (from 3 vampires for 33 blood slaves to 1 vampire for 11 blood slaves), and vampire lords at least require a big enough commitment to blood that they'll still serve as a "I am going all in on blood, kill me now" signal. Wait, was summoning the lesser vamps a thing anyone actually did?
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# ? Sep 12, 2017 01:02 |
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Kibbles n Shits posted:gently caress yea pretty borders and being able to actually recruit national commanders and scouts without gimping your mage factories is gonna be worth it alone. It's worth noting that indie commanders are worse in Dom 5, since the odds of units dying/scattering when retreating is based off of leadership quality, and troops under indie commanders can't even form formations anymore. Voyager I posted:Wait, was summoning the lesser vamps a thing anyone actually did? Yes, because they're still immortal troops.
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# ? Sep 12, 2017 02:25 |
/me storms into the empty Pan fort in a disorderly fashion while cheering
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# ? Sep 12, 2017 02:26 |
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Johnny Joestar posted:so is this revamped update to a sketchy as hell game still going to cost like 50 bucks or whatever dumb poo poo
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# ? Sep 12, 2017 10:22 |
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Terrible indie commanders could make the early game "interesting".
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# ? Sep 12, 2017 11:09 |
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Enjoy posted:Mapgoons has a Dom4 channel https://discord.gg/q8JwyHJ Joined, but I meant more one specifically for the goon dom 4 community and private game server stuff, like #dom4goons on synirc. i'm just really lazy and even a browser based irc system is annoying to use these days to me
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# ? Sep 12, 2017 11:47 |
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Than you want this one. I think you can find it in the PGF forum https://discord.gg/qHu7wuv
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# ? Sep 12, 2017 12:07 |
goatface posted:Terrible indie commanders could make the early game "interesting". If anyone has any Suggestions, I am in the beta so go ahead and lay em out here.
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# ? Sep 12, 2017 14:13 |
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No suggestions atm, but two questions: 1) about Thrones - which of the new blesses have shown up as throne rewards? 2) Can you elaborate on invisibility? That seems like a powerful new mechanic Actually one suggestion: vampires (troops & lords) don't fly. Speleothing fucked around with this message at 14:59 on Sep 12, 2017 |
# ? Sep 12, 2017 14:29 |
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Stevefin posted:Than you want this one. I think you can find it in the PGF forum Good poo poo thanks mate
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# ? Sep 12, 2017 14:56 |
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jBrereton posted:Indie commanders are not in any sense terrible, you can't can do a line formation with them. Otherwise more or less the same. Thrones are cool, so you should be able to play accumulating victory points with thrones. Not that people do that but it'd be nice to have the option to.
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# ? Sep 12, 2017 16:51 |
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please suggest that maybe rain shouldn't just completely shut down any fire-centric nation entirely for very little investment
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# ? Sep 12, 2017 17:02 |
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Johnny Joestar posted:please suggest that maybe rain shouldn't just completely shut down any fire-centric nation entirely for very little investment There should be some way to dispel battlefield effects and enchantments otherwise all the crap like storm, rain, fog etc are just hard counters to various things. Maybe make it work like magic duel and have it as a flat roll vs caster levels?
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# ? Sep 12, 2017 17:31 |
Maybe now those spells will be "slower" to cast so you will have one turn or so to kill the enemy before they cast the one spell that wins them the battle.
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# ? Sep 12, 2017 17:33 |
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Has Illwinter given a timeframe for when dom5 will be released anywhere?
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# ? Sep 12, 2017 17:57 |
Speleothing posted:No suggestions atm, but two questions: Asked about Throne VPs too. quote:2) Can you elaborate on invisibility? That seems like a powerful new mechanic quote:Actually one suggestion: vampires (troops & lords) don't fly. To the guy who asked, timeframe looks like early November at the moment.
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# ? Sep 12, 2017 17:58 |
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Asehujiko posted:Has Illwinter given a timeframe for when dom5 will be released anywhere? In less then two months
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# ? Sep 12, 2017 18:19 |
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goatface posted:Terrible indie commanders could make the early game "interesting". Also from the sound of things you might be able to make normal commanders without completely crippling your mage production.
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# ? Sep 12, 2017 18:23 |
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other people in the beta say invisibility is also - 10 att to anyone without spirit sight trying to melee you
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# ? Sep 12, 2017 20:14 |
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violent sex idiot posted:other people in the beta say invisibility is also - 10 att to anyone without spirit sight trying to melee you Or Blind, hopefully?
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# ? Sep 12, 2017 20:52 |
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I'm doing a compilation of all the info I have seen in the last days. It's pretty drat long... *** NATIONS *** MA Man has spellsinger mechanics. Spells take 50% longer to cast but half the fatigue They also have cheaper cavalry. TNN, Eriu, Fomoria's Nemedians also have spellsinging. Marverni Magical tatoos with themes: bear (+strength), wolf (+attack), horse (+def & combat speed) Activated by the same spell as Sauromatia. Sauramatia Magical 'horse' and 'serpent' tattoos. Activated by the same spell as Marverni. Abyssia New crossbreeding national units. Better magic, new national spells. They also get HALF the effects of Growth & Death scales (both good and bad) except supply (no effect at all) Abysian crossbreeding is research 3 B2 25 slaves for 11+ effects and Warlocks have a +2 bonus. Also it summons them in batches, it doesn't roll randomly for each summoned unit so you get X of the same with each cast. New ritual: Hellscape. Alt 6 F4 10 gems. +3 Heat, +1 Death, popkill, unrest generator (could have some randomness, that's an example). Lemuria It has double Magic/Drain scaling effect. Lemuria is even more Magic-dependant now. Spectral weapons now do half damage if you pass the MR check (also helps Therodos). New nations: Uruk, Rus, Erythea Rus have good and mobile troops, but undisciplined. Erythea They are Ptoleamic LA Pelagia. Mages can marry between themselves. They can start with afflictions. They are potentially very good mages but kill each other (by Various events, including poison and assassins.) Erythea also has weaker and with less range but UW-usable crossbow. Yomi Onis are freespawn, with the right dominion (turmoil, unrest, etc). They don't have gold maintenance. They can't be recruited normally. -25% income to the nation. Hannya aren't coldblooded. C'tis Sacred serpents can't be recruited, but recruited 1/month by priests in temples. Most units gain swimming ability (they can cross unfrozen rivers). Vanheim -20% cost to hammers. Ermor Units have better MM (they are accustomed to marching) MA Ermor Starts at 3 Death (so they lose 120 Pretender Points) MA Agartha Statues can't get regeneration with bless. Pangea National spells that summons Fort with research 0 in EA, 4-5 (don't remember) in MA/LA MA Ulm They have magical armor on troops. And magical shields with higher protection that are harder to break/damage. Xibalba There is no hard cap of 100 units/turn. But the new recruitment system means they usually recruit much less. Ur Galas also have spellsinging. Tien Ch'i National magic items (sword, armor) that cost only 4 gems. Bandar Reincarnation works - for troops too. Max reincarnation chance is 50 for commanders, 5 for white ones, 10 for tiger riders. ***BATTLE MECHANICS *** Repel is nerfed, now it works more like in Dom3, instead of Dom4. Length-1 weapons are a bit better. Weapon lengths now go from 0-5, rather than 0-6. All length 2-6 weapons have dropped a category. So previously length-1 weapons benefit from this, since they aren't repelled by previously length-2 weapons anymore. Critical hits are -25% instead of -50% to protection. And critical hits become more likely at fatigue >= 50 Shields (even magical) can be damaged or broken. They are auto repaired after battle. And yes, magical shields can be lost permanently this way (they only can get damaged, if broken they dissappear). Magic shields get a bonus to resist this. Slash weapons have +75% break shields Blunt weapons have +25% Pierce weapons have +0% Reinvigoration 1 for everyone (as in, every turn awake units recover 1 fatigue). This means slightly less criticals. 2-hand weapons get +25% dmg bonus. Ranged weapons have a +33% STR bonus to damage (before it was 0, unlike normal melee weapons), but a bit less base damage, and extra range. Stronger than average archers (like giants) will benefit. New order: Hold & Fire. They hold '2 turns' and then move until firing range. Line formation needs a good leader, but it doesn't slow units anymore. Fort defense works like PD. They have infinite ammo. Cavalry have -1 to def every extra attacks. Normal units have -2 def every extra attack. Flying in battle needs one 'turn' to move from one point to another. If a flier want to move to a close position, they can walk. All resists stack, but resist work differently now, you still roll if resist >= base damage Post-resist damage now rounds down, instead of up. Some AoE attacks have the 'lingering' tag. The effect stay for 3-4 turns. Some units (usually with multiple head, ie. Hydra) have a bonus against the 'receiving multiple attacks' effect. New retreat system, good leaders can prevent units from dispersing in all directions. If instead you have a bad leader, if a province have 5 connection, and only one connected to an ally progince, you can easily lose 80% of the retreaters. Leader get 75% odds of going to friendly provinces, 87.5% with terrain survival (speaking about retreating) Formation fighter is changed: now increase unit density, effectively "decreasing size", so you can have more size 3 units on square than 2 Turin Turambar fucked around with this message at 16:19 on Sep 13, 2017 |
# ? Sep 12, 2017 22:29 |
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*** MECHANICS *** Immortality now has a 'turns to reform' value and two types: full (works everywhere except outer planes), dominion (works in friendly dom only). Also units resurrect in their home province, not always the capital and some units like vampires require extra turns if they died far from it. Being Soul-slain doubles resurrection time, and Soul devouring circumvents immortality. Immortality only gives a recuperation check at resurrection. Assassins work better, guard commanders is limited to 5 units. New ability: sun awe, different to normal awe. It doesn't work in caves, in darkness or in rain. Gladiators only disappear if they were wounded or if they killed someone. Uruk still does not lose pretender paths at death. HOWEVER, that mechanic is now much kinder to everyone Pretender death & recalling loses AT MOST one path, and can even gain you Blood or Death (rarely) Nature is the most likely path to be lost; you can also lose 1 point of domstrength IIRC. Some new heroic abilities: Soul Butchering, Troll Blood and Fast Casting Invisibility: cannot be discovered except by spirit sight units, attackers in melee have -10 attack (not sure about ranged effect). Spirit sight counter it, and it isn't THAT rare, there's a bless and many undead, demons & spirits have it. Worm mages have their unique Reform ability: When the mage dies on the battlefield, they explode in multiple bugs. One however is a 'soul bug', and in X turns the worm mage reforms UNLESS the soul bug is killed first. This triggers 100% of the time (before it was 75%) Pillaging gives more gold. Fortunetelling has higher values, on average. Gem events are harsher now (they take gems from commanders). *** UI *** Conservative casting is now saved with orders and there is an * to remember a mage has it. Army setup screen: it shows province defense value, total supplies, total siege strength. Commanders show more clearly the number of squads and number of units at their care, and the supplies taken by every group, and the current and total leadership consumed (normal / magical / undead). Monthly casting and monthly forging are now options in the UI. You can see unit list (main ones and foreign rec too) and national spells in the Nation description. Warning Popup saying you can't group up mindless with normal units. MP messages can be edited. Hall of Fame shows the heroic ability of every hero. Item info boxes are now much more informative. Battle summary log track kills, show icons of units and flags of nations. Battle log is more detailed (includes penetration rolls). A dotted colored line indicates province connections. Color indicate : Road between province, green Normal connection, orangey yellow Mountain is red (fades to indicate passability) River is blue inside yellow (again fades) Blue is underwater/to water province. Spell lists show gem cost and type (ritual or not) more clearly. Magic sites show up as square icons in the map. Events show thumbnail image of the location of where it happened. Reorganized battle orders screens so 'choose target' is integrated in the same window. You see magic paths while placing a mage in the battlefield (editing the position in army setup). You can move squads in the Position Army Box by right clicking them without having to go to previous screen. And Commanders are rounded squares unlike normal squads (squares as always). *** GAME OPTIONS *** You can have 1, 3, 5, 7, 9 global spell slots. You can set the default AI level for multiplayer games. Hall of Fame size more configurable. Story event settings options are off, minimal, full. Special site frequency customizable, from 0 to 75. *** MAGIC *** Province enchantments were changed a bit too. Most now disappear when the province is conquered. Gods and disciples get their own bless while in Friendly dominion. Communions are nerfed (fatigue converted to damage ratio increased) Stellar Cascades is MR halves effect. Several summoning spells are relatively slow (more than the average, which is 100% casting time). Item range boosters now boost BOTH rituals and battle range. Each +1 ritual range is +25% battle range. Demon Knights nerfed. Serpent Fiends buffed (2 slaves only). Empowering Blood can horrormark you. Low-ish chance, though. RoS is very nerfed. Capped 1 damage? Though RoS and Stone Bird are much more likely to hit in head. New F spell to eliminate diseases (but triggers a 20 dmg Fire attack). New spell: Chain lightning. It works exactly like you think: it jumps from unit to unit. 3 effects, each can chain 5 units. Orb Lightning uses the same mechanic now. Turin Turambar fucked around with this message at 22:16 on Sep 13, 2017 |
# ? Sep 12, 2017 22:42 |
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*** ITEMS *** Brand weapons are slightly nerfed. New W item to self-bless. Duskdaggers cause bleeding now. Slave collars give +1 assassin patience. Boosters have been shuffled around. Ring of Sorcery and Wizandry are now S6 and S7. Robe of the Magi and Treelord's staff are also a bit easier to get. Costs of items can be different to magic level requirement (not 5 gems for each path). Blood items has been shuffled a lot. Blood Thorn is B3. Lifelong and Infernal contract are more expensive but easier to forge. Amulet of the Doppelganger now gives seduction. A new pair of boots, gives all survivals including winter move and 'Unhindered' (immunity to tangle vines, earth grip, web....) Crown slot, that differs from normal helmet slot. *** PRETENDER DESIGN *** Bless quickness is full quickness (x2), not 1.5 more attacks. Blesses need 4 in a magic path as before, with the exception of having 3 in every elemental path (A3F3W3E3) or having 3 in every sorcery path (B3S3D3N3). Some nations gain extra magic path for the Pretender (ie. +2 Earth for Agartha). This two extra points don't count for the minimum points to obtain a bless (if you invest to E2, you gain E4, but it won't unlock E blesses). Blesses don't normally stack. Weapon blesses are the exception. Three type of blesses: passive blesses that are always active for holy units, normal blesses, blesses that also need your Pretender to be on the map. There is a random starting research option. Based on Magic/Drain. HOWEVER there is also an option to turn it off I’d say as a very general rule that blesses are overall slightly weaker. But they can be tailored to your specific needs, of course. Reconstruction bless negates 'does not heal' on lifeless. New archmage pretenders (all dom1, most pathcost 10): Grand Hierophant (S1, fortuneteller 20, +20 research, 100 base points Greek nations) Grand Hydromancer (W1, 1 gem/turn, amphibian, most water nations and some land ones) Master (S1 flying ambdiextrous 1, T'ien C'hi) Aphroi Sage (N1, nothing else) God-king of the Deep (W1S1 pathcost 20, only MA Atlantis) Magister Supreme (A1, siege bonuses, mason, LA Man only) Dom2 disciples no longer pay for dominion. So they're about 40 points cheaper. Western Dragons have 'dragon master' ability (like the spell). Asian Dragons have a 'dragon pearl' giving +1 astral or water and a temporary gem of that path. Pearl is cursed and lost at death (I presume), but they don't pay any points for it. Blood Surge bless (4 blood points, NOT incarnate only): Blessed units will receive a blood surge as soon as they kill someone. The blood surge effect will last a few rounds and greatly increase the combat abilities of the unit (+3 Att, +3 Str, +1 Def, +1 Reinvigoration). Blood Surge will not take effect when killing an inanimate unit (it's certainly strong and might deserve a nerf) WEAPON BLESSES (can be stacked with each other) Flaming Weapons (F7, incarnate): 6 fire AP on hit Thunder Weapons (A7, incarnate): 1 AN lightning capped on hit + 3 AN lightning stun. Lightning damage can 'stun' making units not act for about 1 turn and giving -75% defence Frost Weapons (W5 Cold 1, incarnate): 8 cold on hit Solar Weapons (S3F1): 3 fire AP on hit, extra damage vs undead & demons Withering Weapons (D4): causes decay on damage if MR check is failed Death Weapons (D8, incarnate): 2 AN damage on hit if MR check is failed, disease if another MR check is failed too Poison Weapons (N4 Death scale 1): Adds +5 poison on damage Unholy Weapons (B6 , ncarnate): 10 AP damage on hit only vs sacre Forge Lord has a 20% discount in forging. Enlarge Bless: +1 size +30% HP+3 strength -1 defence +2 mapmove. Does nothing for size 6, also size 4+ units now get an automatic +1 weapon length. SCALE EFFECTS PER TICK Order/Turmoil: +/- 2% income, 1 unrest reduction, 10% recruitment points, 2% resources, -2% events Production/Sloth: +/- 3% income, 15% resources Growth/Death: +/- 4% income, 0.2% growth, 10% supplies Luck/Misfortune: +/- 5% events, 10% good events (was 15%) Magic/Drain: +/- 1 RP, 1 MR at 2+ (unchanged) Unaging slow down aging to 1/4. Old people are still old. *** STRATEGIC MAP *** Roads are built-in in the map, and now cannot be built. They are directional (only works from province A to B). Some provinces can be naturally heat or cold 1. Now priests can know the dominion owners. Units now see the owners of every province they can move to. Mapmakers can select the dominion overlay color & saturation New ability: snow move. Niefelheim, Rus, EA Ulm, Bogarus have it. Snow’s effect on movement isn’t THAT big though. Also levitation officially works like forest survival & snow move. Map move: province type is a fixed value (normal and farmland is 6, Forest and Waste is 10, Cave 12, Mountains 16, Snow +2, Enemy Controlled Territory +8 (or 6 for stealthy units), Roads -4). UW is 10. With the new move system some units can move two UW provinces in one go, like in land provinces. If your troops have a ridiculous enough movement, you can actually just attack a non-adjacent province even without flying. You can raid with light cav. They’re not quite as good at it as fliers, but you sometimes get setups where you can attack a bit behind enemy lines, or at least launch completely unannounced attacks on their front. (It depends on the terrain, whether there are any roads, whether the cavalry is stealthy, what survival skills they have, and how many movement points they have, so of course it’s a bit variable.) Fliers also require a bit less movement points to move through most provinces, but they don’t just negate terrain like they used to. Mountains can hinder them pretty significantly. Recruitment points are based primarily of the gold cost and base cost ratio. Tags like slave and undisciplined lowers it. Age lowers it. Some foreign-rec mages that were StR are now only 2 commander points (instead of 4, which would be the equivalent). Some nations gets ice forts, which can be melted with Heat, turning them in a 'degraded' version. Default magic site has gone up (60/50/40). Everyone starts with Palisades, and from there you upgrade the forts. Capital Palisades are different from normal Palisades. Each 200/300 gold sunk into upgrading your fort also provides more defense, administration etc. than it would in the previous system. You can’t build specific fort upgrades, only upgrade the fort itself. Palisades need two turns to recruit a normal mage. Giants in particular have slightly more expensive fort upgrades but also get tougher fortresses in return for it. Assassins, scouts, cheap commanders only consume 1 cmdr. recruit point. That means you can hire 2/3 per turn in a Fort/Citadel. Stats for magic forts: Wizard's Tower (admin 40, +1 commander, +125% rec points) Citadel of Power (from 3 red seconds, admin 60 +2 commander +200% recpoints) Kelp Fort (admin 40-something, +1 commander, +150% recpoints) For LA Man, the admin/+commander points/+recruitment points/wall defenders and times and costs of various fort levels: Palisades (15/0,/50%/8 tower guards): 4 turns 600 gold Fortress (30/1/+100%/16 tower guards): 300 gold 2 months Castle (45/1/+150%/24)): 300 gold 2 months Citadel (60/2/+200%/32 tower guards): 450 gold 3 months Grand Citadel (70/2/+200%, 40 tower guards) : 600 gold 4 months. Needs to be built by a Magister Currently recpoints is more of a question of “who suffers least from this”, a question won mainly by popkill nation, but giants and Abysians also benefit, since they have a very high recpoint:power ratio. (Abysians actually cost less recpoints than humans do, while Jotuns and Rephaites only cost a bit more.) Glamour armies now take a penalties to stealth based on size. Cavalry is in general slightly cheaper (by 5 gold). Flying is slower in caves. Average map move for humans and including armor penalties: heavy infantry 8 light infantry/heavy cavalry 14, light cavalry 20. Fliers can be fast or slow. Turin Turambar fucked around with this message at 16:41 on Sep 13, 2017 |
# ? Sep 12, 2017 22:47 |
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Turin Turambar posted:
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# ? Sep 12, 2017 22:48 |
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1 would be a gently caress.
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# ? Sep 12, 2017 22:55 |
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It's an starting option choice, of course. 1 could be cool for 1vs1 games. Turin Turambar fucked around with this message at 23:11 on Sep 12, 2017 |
# ? Sep 12, 2017 22:57 |
drat this is enough new poo poo I might get back into dominions.
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# ? Sep 12, 2017 23:08 |
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Shhhh https://www.twitch.tv/amuys edit: not anymore. Turin Turambar fucked around with this message at 23:21 on Sep 12, 2017 |
# ? Sep 12, 2017 23:11 |
Speleothing posted:Or Blind, hopefully?
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# ? Sep 12, 2017 23:15 |
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Is that right? Slash weapons loving up shields far more than blunt or piercing seems kind of weird.
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# ? Sep 13, 2017 00:54 |
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Det_no posted:Is that right? Slash weapons loving up shields far more than blunt or piercing seems kind of weird. I'm guessing they were thinking of axes? Axes seem like they'd gently caress up a shield pretty badly if they get a solid hit. Picks too, even though they would be piercing. Might be a good suggestion to give weapons bonuses or penalties vs damaging or getting around shields on a per weapon basis instead of based on damage types.
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# ? Sep 13, 2017 02:03 |
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Now that we're in real time will there be active pausing so we can do recruitment and everything without getting trounced while looking at menus? Because otherwise I'm not sure how you could manage a large domain without going mad
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# ? Sep 13, 2017 02:07 |
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Omnicarus posted:Now that we're in real time will there be active pausing so we can do recruitment and everything without getting trounced while looking at menus? Because otherwise I'm not sure how you could manage a large domain without going mad I think that's just combat. Instead of going one side, other side, repeat, both sides act simultaneously so that first turn advantage isn't as important.
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# ? Sep 13, 2017 02:08 |
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Omnicarus posted:Now that we're in real time will there be active pausing so we can do recruitment and everything without getting trounced while looking at menus? Because otherwise I'm not sure how you could manage a large domain without going mad Yeah it's just combat. My god, imagine trying to script mages in real time.
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# ? Sep 13, 2017 03:22 |
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Johnny Joestar posted:please suggest that maybe rain shouldn't just completely shut down any fire-centric nation entirely for very little investment Make Rain more granular. For example separate it into three different strengths of rain. That way there are still early fire counters available but it doesn't completely shut down fire nations with minimal effort
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# ? Sep 13, 2017 03:26 |
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# ? May 27, 2024 22:18 |
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Turin Turambar posted:. So this is the reason larger is now a bless. Makes match ups super awkward. Human barely able to hit a giant in the head with a long rear end Pike might not be able to if the giant is made larger .
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# ? Sep 13, 2017 04:02 |