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EVIL Gibson 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 . I have now more concrete data: 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. I think it's the same as before, except for the added +2 mapmove? I haven't played in ages.
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# ? Sep 13, 2017 10:06 |
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# ? May 14, 2024 15:02 |
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having 30% more map hp and 3 strength is cool for surviving remote attack spells and also sieging good
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# ? Sep 13, 2017 10:38 |
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Some new spells And some items
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# ? Sep 13, 2017 12:13 |
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Time stop? Sounds great for communion casting
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# ? Sep 13, 2017 12:21 |
It's effectively a world slow rather than a real stop, where a caster gets 500 auts of casting in 100 auts of turn (which do still occur as it's going on). More useful for innate spellcasters who don't have additional casting time ever, less so for regular bums. Also really really finicky about getting fired, seems to need a higher "trigger" than most gem-requiring casting.
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# ? Sep 13, 2017 12:38 |
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please make a gif of the first couple time stopping and casting smite 14 times
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# ? Sep 13, 2017 12:41 |
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Dirk the Average posted:
Yes, all 677+ weapons
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# ? Sep 13, 2017 12:42 |
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I edited my previous summary posts, adding a few extra things. You may want to take another look. I will re-quote imo the most important part, more UI changes:quote:A dotted colored line indicates province connections. Color indicate : Turin Turambar fucked around with this message at 22:17 on Sep 13, 2017 |
# ? Sep 13, 2017 13:16 |
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Any news on how much scripting we can do? Is it still going to be limited to 5 turns?
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# ? Sep 13, 2017 13:56 |
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Z the IVth posted:Any news on how much scripting we can do? Is it still going to be limited to 5 turns? Yeah, I don't think that part changed. I requested a pair of times a 'hold 3/4 turns and attack' order in Steam forums, but it doesn't seem I'm going to have luck.
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# ? Sep 13, 2017 14:31 |
The lines on the map are this: 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. jBrereton fucked around with this message at 20:33 on Sep 13, 2017 |
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# ? Sep 13, 2017 20:29 |
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Ty jBereton, I updadet my previous post.. Some new stuff Kailasa Guhyaka generals are not StR. Sidhe nations get a national item: Shillelaigh (Const 0, luck and retinue 1 sprite) Ulm National items like Black Halberd (with extra AoE damage to sacreds) Discount to blacksteel shield and copper arms MA Marignon Discounts on the Flambeau Jomon Ryujin 20% cheaper, it has a dragon pearl (1 water gem for battle) Insane commanders revert to previous orders when they go sane again. New UI screen: Battle Overview, pressing F1 in a battle. Shows a list of every unit participating. It can filter by unit type, nation, HP, FP, XP. There's also a "status" column, but not filterable. ("Status" shows things like "dead" or "stunned.") Box Army setup: you can see the all the troops contained in a selected squad, and the map has lines indicating 25%, 50%, 75% distance (in the X axis). Casting spells works this way: if a spell needs one round (100% casting time), 0.5 rounds is used preparing the spell (mage could be interrupted here), then it's casted, then the following 0.5 rounds is time recovering (mage does nothing). Blood spells are slower than normal (125%-150% ). Hell Power is 200%. Blood Rain at 275%. Battlefield spells are slow. Examples: Light of the Northern Star 225%, Power of the Spheres is 125%, Will of the Fates 225%. Antimagic is 150%. Spell Conj3 N2 10gems sumons 5+ buffalos, for Middle East Nations You need X3 in magical path to gain the related passive resist Gloves of the Gladiator buffed (+3 str, +1 MR, +1 att than before) Thunder Whip now has less base damage but 'chain shock' effect (3 AN chaining 3) Ring of Returning. Const 6 S3. Returning on damage. It's the 'safe' returning. The heart of Quickness. Const6 B3. Reinv2, Quickness, map Move +12, cursed.
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# ? Sep 14, 2017 22:29 |
My heart is augmented.
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# ? Sep 14, 2017 22:49 |
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Have they given any thought to a "do not cast" list? Some spells can be devastating to your own armies, or just aren't worth wasting fatigue on. Like, if you want to skelespam, you might want some dudes who can only cast skeleton raising spells and who don't bother with anything else. Edit: Another question, what happens when the last target a mage has in range dies as they are casting a spell? Also, do they only start casting when enemies come into range or are they smart enough to anticipate?
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# ? Sep 14, 2017 23:39 |
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Hot drat!
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# ? Sep 15, 2017 00:16 |
Dirk the Average posted:Have they given any thought to a "do not cast" list? Some spells can be devastating to your own armies, or just aren't worth wasting fatigue on. quote:Edit: Another question, what happens when the last target a mage has in range dies as they are casting a spell? Also, do they only start casting when enemies come into range or are they smart enough to anticipate? So the most common example is that you want to bless some guys but they would run out front, well if you start the cast when they're in range for it, the bless area will follow them. There have been murmurings by IW that they do want to put "move to cat range" in there and hopefully (I have asked specifically for this) they will put range indicators on the army setup screen so you at least know roughly how far a mage will be from the centre (keeping in mind ofc that the battlefield does still scale based on army size). jBrereton fucked around with this message at 00:27 on Sep 15, 2017 |
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# ? Sep 15, 2017 00:24 |
Conserve communion slaves
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# ? Sep 15, 2017 00:40 |
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I hope buff spells (especially small troop buffs) are universally faster than most damage dealing spells.
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# ? Sep 15, 2017 00:46 |
Decrepus posted:Conserve communion slaves Extremely unthematic
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# ? Sep 15, 2017 01:01 |
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So I ended up having my dwarf pretender get shrunken in the lab...
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# ? Sep 17, 2017 02:10 |
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Quote =/= Edit Also my imgur pic isn't loading :/
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# ? Sep 17, 2017 02:14 |
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IAmThatIs posted:So I ended up having my dwarf pretender get shrunken in the lab...
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# ? Sep 17, 2017 08:52 |
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Turin Turambar posted:Yeah, I don't think that part changed. I requested a pair of times a 'hold 3/4 turns and attack' order in Steam forums, but it doesn't seem I'm going to have luck. Awww... how will this interact with the new multi-turn spells? Are we scripting 5 actions or 5 turns? Say a spell takes 3 turns to cast, will we only have 2 turns of scripting left?
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# ? Sep 17, 2017 10:23 |
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if his negative size gets large enough he turns into a Vastness, fyi
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# ? Sep 17, 2017 11:40 |
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If a unit is size 0 does that mean trampling does infinite damage?
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# ? Sep 17, 2017 14:40 |
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Z the IVth posted:Awww... how will this interact with the new multi-turn spells? Are we scripting 5 actions or 5 turns? Say a spell takes 3 turns to cast, will we only have 2 turns of scripting left? I think you are scripting 5 actions, so it will work like always. ---- Some Dominions fans have been in deep thought of the new balance, trying to determine a good bless or in what tier is going to be a nation now. I think it's a bit a waste of time. In these two months balance of nations can change a good amount, and the bless system is so new that trying to theorize purely on paper just doesn't work. In the other hand, I would like to speculate how some of the changes in this version could mean two important things: more viable Thugs and less powerful mid-late Battle Magic. Less powerful criticals, less repels per square, less surrounded penalties to defense, and reinv1 for everyone seem a buff to me for thugs/SCs. The only point against this is the new possibility of breaking magical shields. Also they are commanders and have the advantage of having less chance of losing themselves while retreating. Magic in the other hand, has received an overall small nerf. Reasons: Big spells need more time to cast (so less spells casted on say, 10 turns, slower 'combo' effects like storm/summon stormpower/thunder, and enemies will be closer when you finish), communions are more prone to kill slaves if abused (5 fatigue points : 1 hp, instead of 10?), spells can be interrupted if you damage the mage with the new casting system, some of the popular spells (ie. RoS, GoH, Stellar Cascades) have been nerfed, and very fast units could 'evade' the evocations thrown to them with the new real timecombat. Against this is the point is already mentioned: 1 point of fatigue recovered per turn will benefit more mages than a random spearman; also default magic sites has gone slightly up so there should be more gems to use. Of course, this is all idle speculation of a non-beta tester. Turin Turambar fucked around with this message at 16:40 on Sep 17, 2017 |
# ? Sep 17, 2017 16:30 |
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I don't think anyone really misses 3's gem gens and other lategame bullshit, but I do miss SCs. Tarts were pretty bullshit but SCs in general was a huge part of the draw of the game to me. There's just something about a 50 foot tall 12 fingered 6 winged angel of death chewing up whole armies that is so thematically satisfying. Or dieing to a turkey, whatever. But if D3 was all about SCs it seems to me D4 was all about battle magic, it would be nice if they could strike a balance.
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# ? Sep 17, 2017 17:05 |
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The anti-thug spells are still there, they are one of the reasons people stopped using SCs in Dom4, right? Although MR is not capped at 18 now, that's another point in favor of thugs in Dom5. I know resists have changed from 4 to 5, and i think that's another factor that affects thugging, but I don't even remember how it was in Dom4 to compare.
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# ? Sep 17, 2017 17:21 |
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Turin Turambar posted:I know resists have changed from 4 to 5, and i think that's another factor that affects thugging, but I don't even remember how it was in Dom4 to compare. IIRC, the change from Dom3 to Dom4 was from easy full immunities to certain damage types, to not, which is really what killed SCs.
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# ? Sep 17, 2017 17:56 |
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Turin Turambar posted:I think you are scripting 5 actions, so it will work like always. I think it still needs clarification. If I cast a spell that takes 2 turns to finish 5 times are you , in essence, programming the first 10 turns of a commander? It is correct though that if multiple turn spells/actions (I can see the difficulty of using things like crossbows or artillery taking more than 2 turns to "cast"*) that normal units need a way to customize the length of time they should wait for. It will become a downward spiral of suck if there is no way to stop units from running into a wall of instant death that is summoned right on top of them as they charge in without a way for them to wait until the mages are done casting. * A commander ability or misc army artifact where crossbows are preloaded or take significantly less time to reload would be great if the range game is going to change.
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# ? Sep 17, 2017 19:26 |
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EVIL Gibson posted:
Actually, that sounds metal-as-gently caress and very :dominions:
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# ? Sep 17, 2017 19:42 |
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EVIL Gibson posted:It will become a downward spiral of suck if there is no way to stop units from running into a wall of instant death that is summoned right on top of them as they charge in without a way for them to wait until the mages are done casting. In other words, nothing will change?
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# ? Sep 17, 2017 19:59 |
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How are u posted:Actually, that sounds metal-as-gently caress and very :dominions: Libluini posted:In other words, nothing will change? Lol, this. It isn't that different from seeing your flying monsters suicide themselves because the game don't have a more granular order system to make them wait until your infantry start fighting. Or mages that ignore your orders because they judge the enemy isn't worth casting that spell. Or your archers firing upon your own guys despite another having a bigger enemy squad without friendlies close by in their rage, because they don't know how to switch targets.
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# ? Sep 17, 2017 21:45 |
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Decrepus posted:Conserve communion slaves Using communion slave you have to accept you'll get 4 or 5 battles out of them, before 20 of your slaves are slain by masters spamming rage for 40 turns on an unconscious thug surrounded by a swarm of half unconscious milita. The dominions way!
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# ? Sep 19, 2017 00:32 |
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Applebee123 posted:Using communion slave you have to accept you'll get 4 or 5 battles out of them, before 20 of your slaves are slain by masters spamming rage for 40 turns on an unconscious thug surrounded by a swarm of half unconscious milita. OR if you're an idiot, like me, you will get 1 battle out of them because your scripting kills all 110+ mages you had as communion slaves thanks to your 20+ masters casting stellar cascades one time too often.
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# ? Sep 19, 2017 18:14 |
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# ? Sep 20, 2017 08:21 |
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After catching up on my news post-hurricane Irma, I have a question I never thought to ask before: Are there any Insane Clown Posse/Juggalo mods?
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# ? Sep 20, 2017 18:53 |
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LordSloth posted:After catching up on my news post-hurricane Irma, I have a question I never thought to ask before: Mu. posted:I don't know anything about Dominions 4. I've played five games total. I lack basic artistic talent. I'm an actual retard. Think any of those things can stop me from making a custom nation? Think again.
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# ? Sep 20, 2017 19:24 |
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Please port the Wu Tang mod to Dom5 immediately on release tia
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# ? Sep 20, 2017 21:34 |
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# ? May 14, 2024 15:02 |
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Archenteron posted:Please port the Wu Tang mod to Dom5 immediately on release tia If the modding is still easy to do in 5 then I will waste some hours at the office doing this at some point shortly after release, and maybe implement some of the other dumb ideas I never got around to. I swear on my honor as a Wu Tang Modsman.
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# ? Sep 20, 2017 22:00 |