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October 16th, 2003, 11:32 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: New hero abilities - suggest them all!
Hardcore Vegan: Hero gains Fear+6, double damage, and lifesteal against vine ogres and vinemen only. His strict dietary regime makes troops under him tire faster due to a lack of protein (+2 encumbrance).
Lord of Chaos: Increases unrest and bad luck scales in commander's resident province. On the battlefield, any enemy failing a morale check for any reason has a chance of berserking and attacking the closest units, friend or foe, and aftward being rendered permanently feebleminded.
Ninja Master: (Stealthy commanders only.) With blinding speed, the hero gains the ability to move like the wind, unseen and untouched. Instead of running from point A to point B on the battlefield, he seems to simply appear and then reappear. Initially he gets +0% movement (only advantage being "phasing"), but this increases with time. This ability is useful for escaping when surrounded, or charging through a meat-shield. I realize it is similar to flying, but it sounds way cooler.
Lord of Pain: This antihero has become infamous for procuring rare substances with which to coat his weapons. Unconcerned with lethality, he does not use poison, but seeks to maximize the agony inflicted with the slightest scratch. Any non-mindless unit will take 40 points of fatigue damage from a hit that draws blood - this includes arrows and repel attempts. The 40-point fatigue damage increases gradually with heroic ability.
-Cherry
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October 16th, 2003, 11:58 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: New hero abilities - suggest them all!
Devs and betas,
Originally, Dominions II was going to have a variable-length Hero list, so that instead of a maximum 10 heroes (like in DomI, where it was always dominated by Pretenders and mercs) you could have 15 or 20 heroes at a time. Is this still in?
Thanks!
-Cherry
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October 17th, 2003, 12:00 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: New hero abilities - suggest them all!
Siege commander. Counts as extra troops when besieging castles or defending against sieges.
Bard's Gift. Troops which fought and won when this commander was present may gain a one-time morale bonus for their next battle. Probability based on size, strength of defeated enemy. Does not stack.
Alternate Bard's Gift: Combat result reports are enhanced with greater intelligence summary, e.g. unit breakdowns. Accuracy/detail depends on level of ability.
Ranger. Slight bonus to patrolling or evading patrols (if stealthy) in woods, mountains. Slight reduction in troops' chance of contracting disease due to magical sites, venom charms, and other land-present non-battle phenomena. Does nothing to reduce the chance of disease due to, say, leprosy spells, mummies, or wounds.
Achilles's Bane. *Small* chance for a melee attack to be armor-piercing. Chance is larger when victim is routing.
Blind-fighting. ATT/DEF/PREC merely halved instead of zeroed when blind. Perhaps half+level up to original.
Diviner. Slight accuracy bonus when using scrying magic.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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October 17th, 2003, 12:36 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
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Re: New hero abilities - suggest them all!
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October 17th, 2003, 12:40 AM
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Major General
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Join Date: Sep 2000
Location: Georgia, USA
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Saber Cherry:
Devs and betas,
Originally, Dominions II was going to have a variable-length Hero list, so that instead of a maximum 10 heroes (like in DomI, where it was always dominated by Pretenders and mercs) you could have 15 or 20 heroes at a time. Is this still in?
Thanks!
-Cherry
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Do you mean the Hall of Fame list? If so, then, yes, it can be set to different lengths in Dom II. Pretenders still appear on it regularly, and mercenaries tend to dominate it during the early game, but the commanders eventually pass up the mercs. Those mercenary company leaders aren't really all that and a bag of chips when it comes to life expectancy.
(It's a hard life being a freelancer.)
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October 17th, 2003, 01:04 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: New hero abilities - suggest them all!
Critical strike: The hero gains a % chance to deal triple damage with each attack.
Reflect missiles: The hero can reflect missiles back to their origin. Higher levels affect a larger area, so a poweful hero could be able to protect a sizeable portion of his army.
Magical bonus: The hero recieves a bonus in an area of magic they are already proficient in.
Mirror image: The hero has several mirror images. They have full defensive abilities, but limited attacking skills.
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October 17th, 2003, 08:25 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
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Re: New hero abilities - suggest them all!
Quote:
Originally posted by Psitticine:
Do you mean the Hall of Fame list? If so, then, yes, it can be set to different lengths in Dom II.
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Yeah, that's what I meant. Great! I love having tons of heroes; I'll always set it to maximum.
-Cherry
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