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September 17th, 2007, 01:32 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Thanked 5 Times in 5 Posts
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Re: Death and Magic
Perhaps that drop in magic could be due to him picking up the mute affliction on being called back? It wouldn't completely fit Psientists scenario but its the closest thing I can think of.
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September 18th, 2007, 10:54 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: Death and Magic
OK, here are the specifics since we seem to have interest. I apparently misremembered the details, but this example is every bit as scary.
Below is the "before" picture, the default pretender god I created for this MP game for this early-age Mictlan nation. The magics might have even been higher if I had done any empowerment, but not by much. The Pretender is one from my Mytheology mod; it has Recuperation (but not immortality). The regeneration is just from the Nature magic. Note, the exact same problem happened in another MP game, where one of the other players with the default Dagon pretender went from many-to-none, so it's not due to my mod.
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September 18th, 2007, 10:59 AM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Death and Magic
Ignore the HP and experience stats, the before picture was taken from starting a new game and reloading that pretender file.
Here is the "after" picture. Goodbye rainbow mage! Note the absence of afflictions. Also note, this is AFTER I re-empowered my Pretender back up to Blood 3... sorry, the game goes on and I didn't think to screen capture it right away. So, after death and recall, Myturtalitl had S1B2. It would appear the penalty is TWO levels in every path per death. It really penalizes rainbow mages alot then.
Geez, it's like a 10-step process to add images in this forum.
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September 18th, 2007, 05:54 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Death and Magic
This penalty seems a little unbalanced, if it deletes 2 of each and every magic path upon death. For example, a dormant Dagon could start with one of the following magic level combos:
1. W10
2. F2A2W2E2S2D2N2
Upon death and recall, the returned pretender would have:
1. W8
2. nothing
The "new path" cost will make this even more painful for most pretenders who have more expensive requirements to "rainbow" or just diversify.
IMO, I think there should be a maximum number of levels that get removed upon death/recall... because having figured this out, it DEFINITELY will change how I play and set up my future pretenders. I doubt that was the intent of the devs.
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September 18th, 2007, 08:55 PM
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Sergeant
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Join Date: Aug 2005
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Re: Death and Magic
Well, I just did a test with an F2A4W4E2S2D2N2B2 druid, awake, with default scales and no dominion change (I was lazy). I sent him out to die vs indies, and when he returned, he was F1A3W3E2S2D2N2B2. You must have found a bug of some sort. (I was playing EA C'tis, btw)
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September 18th, 2007, 09:51 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
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Re: Death and Magic
Hm! Thanks for the independent check! You must be right.
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September 19th, 2007, 12:28 AM
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Second Lieutenant
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Join Date: Dec 2005
Location: Everywhere
Posts: 495
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Re: Death and Magic
Yep. Its one level per path per death, barring any weird bugs or afflicitons.
Twiceborn doesn't drop globals out of existance, nor do pheonix pyre or elixir of life.
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Ut est meus fortuna.
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