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  #261  
Old March 25th, 2012, 02:38 PM
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Default Re: Conceptual Balance Mod v1.92

I was able to cast "Awaken Kelp Ancient" from a land province to a land province (the spell description says it can only be cast from a land province to a water province). The next turn I got the message that the Kelp Ancient has drowned. Is this a bug or WAD?
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  #262  
Old March 25th, 2012, 02:44 PM
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Default Re: Conceptual Balance Mod v1.92

I would assume WAD. As the spell clearly states that it doesn't work on land.
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  #263  
Old March 25th, 2012, 02:53 PM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Soyweiser View Post
Nightfall,

yeah, every nation has access to the paths for the hammer of the forge lords. And getting 50%/25% reduction on two items each turn isn't that great. (Sure it helps getting the artifacts).

There is already a wishable only hammer:
http://dom3.servegame.com/wiki/Hammer_of_the_Cyclops
I know that already, and the Hammer of the Forge Lords is worth 20-30 gems a turn.

The dwarven hammer is worth another 10-15.

30-45 bonus gems a turn is HUGE when the only other way to generate gems is globals.
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  #264  
Old March 25th, 2012, 03:13 PM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Nightfall View Post
I know that already, and the Hammer of the Forge Lords is worth 20-30 gems a turn.

The dwarven hammer is worth another 10-15.

30-45 bonus gems a turn is HUGE when the only other way to generate gems is globals.
What in the world are you forging? 2 Rings of Wizardry every single turn? Or just every single artifact without any concern for whether or not you could actually use it as a part of your strategy? Once you have all the artifacts, what then? 2 Standards of the Damned a turn? That saves you 20 gems per turn from both artifacts combined, but it'll suck to be you when you run into someone fielding lifeless things.
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  #265  
Old March 25th, 2012, 03:49 PM
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Soyweiser View Post
I would assume WAD. As the spell clearly states that it doesn't work on land.
Yes, it does state that but usually the game prevents you from even casting the spell in most of those cases. That's why I wanted to double-check.
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  #266  
Old March 25th, 2012, 07:16 PM
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Default Re: Conceptual Balance Mod v1.92

iirc that isn't moddable.
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Test stuff, use the debug mod:
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  #267  
Old April 5th, 2012, 11:05 PM

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Default Re: Conceptual Balance Mod v1.92

golden naga needs the swamp survival tag (and maybe also amphibious like other nagas)
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  #268  
Old April 6th, 2012, 09:19 AM

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Default Re: Conceptual Balance Mod v1.92

Not a balance issue, but i'd like to see a special spell or two added to LA Ctis. "Keepers of the Tombs" have flavor text that they light banefires in braziers in the tombs, but none of the can cast banefire. So how about letting them use some banefire by giving Ctis a special version of firebolt (and/or fireball) that has some area decay? Call it "banefire bolt", make it f1d1, keep damage the same, but add AOE1 decay. That wouldnt be overpowered, would it? I think it would be cool and thematic, like the "Cursed Shards" spell given to Manchaka.
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  #269  
Old April 7th, 2012, 07:32 AM

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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Immaculate View Post
golden naga needs the swamp survival tag (and maybe also amphibious like other nagas)
Wait, when is the golden naga even used? iirc it's an unused pretender chassis from dom2 and doesn't appear unless you wish for it.
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  #270  
Old April 7th, 2012, 08:24 AM
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Default Re: Conceptual Balance Mod v1.92

Currently it serves as a hero for LA Patala. A fitting purpose as I'm not sure Patala even have any heroes in Vanilla.
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