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southern: Adjust spawning procedure to find shortest path rather than the current spiral.
All for patching up the "summon over wall" feature, but I'm just curious about what alternative that you're thinking.

The spiral is the shortest path, it just gives hex priority in a clockwise fashion start at north of each ring as it works its way out.
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southern: Adjust spawning procedure to find shortest path rather than the current spiral.
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Thereunto: All for patching up the "summon over wall" feature, but I'm just curious about what alternative that you're thinking.

The spiral is the shortest path, it just gives hex priority in a clockwise fashion start at north of each ring as it works its way out.
This one was Arnuz's proposal, but I think he means the shortest accessible path, accessible to the caster via whatever movement abilities the summoned/trained unit has.
Looks good to me!
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Thereunto: All for patching up the "summon over wall" feature, but I'm just curious about what alternative that you're thinking.

The spiral is the shortest path, it just gives hex priority in a clockwise fashion start at north of each ring as it works its way out.
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southern: This one was Arnuz's proposal, but I think he means the shortest accessible path, accessible to the caster via whatever movement abilities the summoned/trained unit has.
Makes sense and that would be a neat solution, but what contingency would be put in place if there are no local spawn locations? e.g. leader sitting on a full transport trying to summon a spider? Cancel summon, refund mana and return spell to queue? Sounds neat.

If it were possible to change the strategic combat AI behaviour, it would also be helpful to change the priority of attacks to have "hit the adjacent unit first" to avoid the exploit of continually parking units beside while the AI chases a decoy.

If charm/seduce/dominate could be changed to only work if the unit has low HP, that would be an interesting change too.
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And G:
I took a month, but we have a proper list of requests now.
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southern: .
Post edited August 31, 2020 by southern
Second post of the request list, this time with some requests removed (because we know how to do them ourselves)
I've left in proposals which we can probably do ourselves, but which I haven't verified yet.

SIMPLE PROPOSALS

City Migration from 5-10 turns to 3-8 turns
Dark Elves neutral towards undead, but Undead still Wary towards Dark Elves

Burning lasts two turns, has 6 ATK and 1 damage, and inflicts -2 DEF / -2 RES
If burning can't be made to inflict -DEF or -RES, then it should last for four turns at 5/1 ATK/DAM

Cost of Neutral-relations city recruitment brought down to be only 150% of the cost for Polite city recruitment.
Friendly City recruitment cost increased from nothing to 25% of the value for Polite city recruitment.
Build Road cost halved from 10 to 5

Marksmanship from (1/0, 1/1, 2/1, 2/2) to (1/0, 1/1, 3/1, 4/2) scaling

Leadership Grants +1 ATK, +1 DEF, +1 RES, +4 MOV. Points cost set to 30. Points set to 25 if +4MOV impossible.

Fury grants +3 ATK, +1 DAM, -2 DEF, +2 RES

COMPLEX PROPOSALS

New copied ability pair, if possible - Hero/Assassin
Copied Leadership ability, Pathfing/Tactics/Inspiration
Lifestealing applies on defensive strikes
Lifestealing applies on Round Attack

Add a UI element showing the player's email address at the start of the turn in PBEM
Add more randomness to the RNG (simply adding sys time, mac address to RNG seed on opening)

Make independent troops in battle wait for the player's forces to move in range in all battles. Currently they only wait in sieges or when being attacked from 1 hex. If the player attacks from more than one hex on the strategic map, independent troops charge forward, which is undesirable.

Fix the transport bug (linked with transport orientation, should be doable). (Does this bug only happen when moving up-left into the transport?)

Adjust spawning procedure to find shortest path rather than the current spiral. (When summoning or training units, it's possible to spawn them over a cave wall, if the other nearest hexes are full of units. This would remove that exploit).

Make Free Movement not grant walking to unit which lack walking. Should prevent it from working on ships?
Make Wind Walking not work on transports/ships/machines, whichever is possible.
Make it impossible for ships to be transported even if they don't have Transport.

Make initiating battle on the strategic map drain an extra +4 movement points.

Last few I added unilaterally by myself:
Make Spellcasting fully functional when granted by items; it only works in battle at present.

Make Spellcasting functional on units if possible (currently assignable but has no effects, not even mana gen).

Make Construct and Healing work when granted by items, make tunneling work when placed on a 'use' slot item.
Post edited October 21, 2020 by southern
Could someone post the full list of feature requests as a text file? I will filter out whatever seems to involve a lot of effort anyway, so there's no need to pre-emptively remove requests.