Jetryl wrote:Normal people are like candy ravers. You look away for a moment and next thing you know they're spreading vaseline on your nipples and cooing like a pigeon.
Quiz wrote:You are a Dwarvish Fighter. You're surly and handy with an axe. Go chop some trees.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.
enclave wrote:havent read all, so i dont know if i post something new..
what if vampires were double chaotic.. like 50% more damage at night, 50% less at day
well i just threw the idea.. doesnt matter if it is bad
Aethaeryn wrote:On the note of redoing the vampire bite, why not make it pierce? I know making it blade is more consistent with the other units who have bite, but a vampire bite especially is just a piercing bite to draw blood.
Melon wrote:If you're thinking of changing the damage type for the vampires, I would suggest looking into the Blood Manipulator tree as well, since fire damage makes very little sense for this unit. Units most heavily effected by fire damage tend to be woses, skeletons and EOM Ice Crabs. It strikes me kind of silly for an attack called "blood boil" to cause critical damage to skeletons and then utterly fail against cold-blooded drakes. If the damage type is going to remain as being fire then the name needs some serious rethinking. A better choice however would be to change the damage type to cold and rename the attack "drain life" or something of that nature.
The name of the second attack the unit gains makes just as little sense as the first. However since it's an arcane damage based attack, picking a more appropriate name shouldn't be much of a big deal.
JW wrote:Yeah.....that name is leftover from the days of psychic damage. It was a really cool idea that I scrapped because it didn't mesh well with default, and it seemed that making it compatible with default was the only way the era was going to get played. The change was made, and several months later it has payed off greatly! Unfortunately, not all the concepts and configs were updated at the same time due to either not realizing or noticing the problem, or pure laziness/lack of time. This is a pretty easy fix indeed.
Aethaeryn wrote:iirc, units in mainline now have a default resist of 0% to unknown damage types. I can't remember where I read that or if I misread that though. If you wanted to bring back one good damage type it could work better if you tested that this now works, as long as it makes sense that most units would have 0% resist.
JW wrote:I was wondering if there is a way to code it so that when a "psychic" attack (it would need a weapon special for this if I'm correct) hits an enemy with race "undead" it would do 50% less damage. Against "trolls" it would do 20% less, etc.
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