Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderators: Forum Moderators, Developers

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by Xara » January 12th, 2018, 1:10 pm

ForestDragon wrote:
Xara wrote:Haven't decided about summoning spells, I think it's right that there should be more modified units. But not sure about the implementions. I would like to make the description for the unit modification short, so maybe templar should just be a Swordman with a new arcane attack.
"Summon a Swordsman with arcane melee, but -1 melee damage" sounds ok to me (we don't necessarily have to mention the arcane resistance)
Xara wrote:-The single target full healing spell: how much should it cost? I'm not sure how broken it might be to let your leader full heal itself every two or three turns in some cases? I guess I can make an alternative version to let the hero heal someone else. Maybe the spell should cost 15% of the caster's current/max health, and heal double this amount to another selected unit.
good idea! btw, another modified summon idea: summon elite dwarf: summons a dwarvish scout who turns into a dwarvish guardsman when it's not his side's turn (if he levels up as a scout, he'll transform into guardsman's advancement, and vice versa). costs 7 mana (or maybe 8 )
EDIT: more spell ideas:
-cursing spell: (not sure what to call it): each enemy in vision at the start of their turn has a 1/10 chance of getting slowed. costs maybe 12 mana.
-cursing spell: curse of weakness: enemies in vision have a 20% (maybe 15%) damage reduction
-cursing spell: curse of poverty: all enemy sides lose 3 gold each turn
-battle spell: (not sure what to call it): all own units in a 3-tile radius of the caster receive the firststrike special, and a "1.5 damage on defense" special on melee, but -25% melee damage. lasts 1 turn.
-battle spell: lesser temporal wind: apply the temporal wind's effect, but to a single selected unit in a 3-tile radius of the caster. costs 2 (or 3) mana, can't be used on the same unit twice per turn.
-summoning spell: summon giant mudcrawler: summons a giant mudcrawler with the "elemental" trait. costs 4 mana
-summoning spell: summon warship: summon an edited version of the galleon, which is lvl2, has 52 hp, 7 mp, 20% defense/3 movement cost on land (can't move through hills/mountains/forest, though), a 14-2 ballista attack, and a 6-3 sabre melee attack (animation using the fencer melee animation as a projectile). not fully sure about the mana cost
-
Would add the random slow curse, and the 1.5 times retaliation damage curse.

Would put Dwarvish Scout as a summonible unit.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 12th, 2018, 1:21 pm

Xara wrote:Would add the random slow curse, and the 1.5 times retaliation damage curse.

Would put Dwarvish Scout as a summonible unit.
ok. what about the other proposed spells?
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by Xara » January 12th, 2018, 4:07 pm

-Curse of poverty: the effect is unfun for one side but hard to notice for the other. Won't add.

-Lesser temporal wind: maybe radius 1 or 2 version instead

-summon warship/mudcrawler: don't like them. Don't like the idea of warship being ever on land. And mudcrawler can only be a level 1 unit.

-curse of weakness: currently I have problem with effects stacking. So won't do it in short time.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 12th, 2018, 4:09 pm

Xara wrote:-Curse of poverty: the effect is unfun for one side but hard to notice for the other. Won't add.

-Lesser temporal wind: maybe radius 1 or 2 version instead

-summon warship/mudcrawler: don't like them. Don't like the idea of warship being ever on land. And mudcrawler can only be a level 1 unit.

-curse of weakness: currently I have problem with effects stacking. So won't do it in short time.
ok.
Xara wrote:And mudcrawler can only be a level 1 unit.
What do you mean?
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by Xara » January 14th, 2018, 4:41 pm

I meant Mudcrawler can't level up into lvl 2 units, so if a player summons such a unit it has no future.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.0(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 14th, 2018, 4:44 pm

Xara wrote:I meant Mudcrawler can't level up into lvl 2 units, so if a player summons such a unit it has no future.
well, the same can be said for the deathblade/water serpent summon spells. also, the point of the mudcrawler spell is that the mudcrawler's purpose is to absorb impact attacks, not to be kept for long.
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.2(SP/MP Modification for 1.12/1.13

Post by Xara » January 21st, 2018, 2:36 pm

well, the same can be said for the deathblade/water serpent summon spells.
Exactly, so I deleted Summon Deathblade/Water Serpent. And the summon spell system still needs overhaul, so I haven't really decided what I should do.

That being said, level 2 and level 1 units are vastly different. At least Lv.2 veterans are worthy of recalling.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
Eagle_11
Posts: 757
Joined: November 20th, 2013, 12:20 pm

Re: Leader Magic Mod v1.1.2(SP/MP Modification for 1.12/1.13

Post by Eagle_11 » January 21st, 2018, 2:46 pm

Change of Heart: If the unit was chaotic it becomes lawful, if it was neutral becomes liminal.
Town Portal: Friendly unit gains one use Teleportation ability.
Vigilance: Unit becomes fearless for 2 turns. Cannot be used on neutral.
Lightning Bolt: Use delfador strength lightning with one strike on an enemy unit.
Fortify: An Guardtower unit is spawned on an village to defend it.

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.2(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 21st, 2018, 2:55 pm

Xara wrote:Exactly, so I deleted Summon Deathblade/Water Serpent. And the summon spell system still needs overhaul, so I haven't really decided what I should do.
what are the problems with it? (it seems ok in MP to me)
Xara wrote:That being said, level 2 and level 1 units are vastly different. At least Lv.2 veterans are worthy of recalling.
ok. btw, more feedback/ideas:
-why haven't you included the kamikaze falcon event fix I sent you some time ago? (without it, units finished off by a kamikaze falcon remain with negative hitpoint amount instead of dying, which can be quite annoying for players)
-in the [attack_anim] for kamikaze falcon's attack animation, it would be a good idea to puts "hits=yes" inside the tag, in order to make the explosion animation not appear if the kamikaze attack misses (or maybe increase the chance to hit to 100%)
-spell idea: damaging spell: select an enemy in a 1-tile radius of the caster, that enemy loses 12 hp, with <10 multiplied by caster's level> extra. (basically meant to be a strong but costly spell that has a short radius.)
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.2(SP/MP Modification for 1.12/1.13

Post by Xara » January 21st, 2018, 3:49 pm

Eagle_11 wrote:Change of Heart: If the unit was chaotic it becomes lawful, if it was neutral becomes liminal.
Town Portal: Friendly unit gains one use Teleportation ability.
Vigilance: Unit becomes fearless for 2 turns. Cannot be used on neutral.
Lightning Bolt: Use delfador strength lightning with one strike on an enemy unit.
Fortify: An Guardtower unit is spawned on an village to defend it.
If I can figure out how to make "one use" work, I would replace the existing "one turn teleport" spell.

Maybe I'll do another version of fearless spell.

Lightning bolt can work, change of heart can work.

Would not add a guardtower unit, as introducing [unit_type] would require joiner download.
-why haven't you included the kamikaze falcon event fix I sent you some time ago? (without it, units finished off by a kamikaze falcon remain with negative hitpoint amount instead of dying, which can be quite annoying for players)
-in the [attack_anim] for kamikaze falcon's attack animation, it would be a good idea to puts "hits=yes" inside the tag, in order to make the explosion animation not appear if the kamikaze attack misses (or maybe increase the chance to hit to 100%)
I already fixed Kamikaze Falcon negative HP bug (with my version of codes) and the hit=yes animation in v1.1.2, just tested again and it works.
spell idea: damaging spell: select an enemy in a 1-tile radius of the caster, that enemy loses 12 hp, with <10 multiplied by caster's level> extra. (basically meant to be a strong but costly spell that has a short radius.)
It can work. With the addition of this short range one-target spell and the Lightning Bolt as a long range one-target spell, the damage spell set would be fairly complete.

Edit:

And about the summon spell. The previous costs were too low in survival maps. And the Water Serpents and Deathblade are just not interesting enough.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.2(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 21st, 2018, 4:26 pm

Xara wrote:I already fixed Kamikaze Falcon negative HP bug (with my version of codes) and the hit=yes animation in v1.1.2, just tested again and it works.
ok.
Xara wrote:And about the summon spell. The previous costs were too low in survival maps. And the Water Serpents and Deathblade are just not interesting enough.
how about adding a "survival map spell cost tweak" option as a [checkbox] in [options] inside [modification]? anyway, another spell idea:
-utility spell: select an enemy unit standing in a village, that enemy is moved to a random hex next to the village (allowing the caster's side to capture it)
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 23rd, 2018, 3:55 pm

The 1.1.3 update is great! :D anyway, some feedback:
-the new summon prices seem a bit too costly in normal 1v1 matches (other spells are often way better). I'd recommend either adding a 'cheaper summoning costs' option as a [checkbox], or decrease the cost back to the original and add a 'more expensive summon cost' option.
-whisper/chant of the eclipse are technically debuff spells, so I'd suggest making them only affect enemies, but having their mana cost slightly increased.
-"Curse of Werewolf"/"Curse of Witch" should be renamed to "Curse of the Werewolf"/"Curse of the Witch" or "Werewolf's Curse"/"Witch's Curse"
-there seems to be an issue with the <span> code in the blood swap menu. (text saying "invalid markup:" and the <span> tags (which means you messed up something <span>. Oh, and the issue occurs for all damage spells (the <span>s worked fine in 1.1.1 and 1.1.2, btw))), and the unit icons don't show in the damage spell options
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

User avatar
Xara
Posts: 270
Joined: December 26th, 2014, 12:23 am
Location: Beijing

Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13

Post by Xara » January 23rd, 2018, 4:23 pm

I have no problem if the summon spells are of low efficiency in 1v1. I don't want to put in alternative balances because it bewilders people. I have observed hundreds of games with xp mod and it's always the default setting, and I imagine this to be the case with my mod too.

I like the liminal chant that way because of the symmetry. I know it's a debuff and can be a bit pointless. But I want to put the spell there to inspire players that the other spells can be used in the same way. Or maybe I can add some synergy with liminal, to make it not a strictly bad thing.

The text bug is known, and it happens to many spells that select target. It works nicely on wesnoth 1.13 but not 1.12, so I was a bit lazy to fix it. I'll see what I can do later, hopefully the fix can be as easy as search and replace a pattern.
It pronounces Sha'ha, not Zara.

Feedback Thread of my Add-ons

User avatar
ForestDragon
Posts: 1496
Joined: March 6th, 2014, 1:32 pm

Re: Leader Magic Mod v1.1.3(SP/MP Modification for 1.12/1.13

Post by ForestDragon » January 23rd, 2018, 4:36 pm

Xara wrote:I have no problem if the summon spells are of low efficiency in 1v1. I don't want to put in alternative balances because it bewilders people. I have observed hundreds of games with xp mod and it's always the default setting, and I imagine this to be the case with my mod too.

I like the liminal chant that way because of the symmetry. I know it's a debuff and can be a bit pointless. But I want to put the spell there to inspire players that the other spells can be used in the same way. Or maybe I can add some synergy with liminal, to make it not a strictly bad thing.

The text bug is known, and it happens to many spells that select target. It works nicely on wesnoth 1.13 but not 1.12, so I was a bit lazy to fix it. I'll see what I can do later, hopefully the fix can be as easy as search and replace a pattern.
ok.
Co-creator of Era of Magic
Creator of Tale of Alan (1.12 abandoned),The Golden Age (1.12/1.13, abandoned),XP Bank (1.14),Alliances Mod(1.14), with a large add-on in development
"Real life is like a hyper-realistic VR game, but with permadeath and boring gameplay"

Post Reply