Legend of the Invincibles
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Re: Legend of the Invincibles
@lionside: You have to take 'aware of legacy' to be able to access the legacy with the next AMLA; I usually take it as my first AMLA.
I also recommend looking at the link matsjoyce posted, there's also some more helpful links at the top of that page.
I also recommend looking at the link matsjoyce posted, there's also some more helpful links at the top of that page.
I have a cunning plan.
Re: Legend of the Invincibles
I don't have a save file of the exact moment it happened, but I found the scenario it happened in, and I have the scenario start saves and the replay. It's in Plains of Chaos, turn 4. In Where the Hatred Grows, the double effect is there.Dugi wrote:Do you happen to have a save file of that event? Truth is that the max redeem level used to be 15, but since it was obtainable, I increased it to 20. Maybe I've made a mistake somewhere there.Xargon wrote:Speaking of Redeem 15: When I got my leaders to that level, they just got redeem 14 twice. Maybe again some problem with updating the version...
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Re: Legend of the Invincibles
#Redeem spells
So you're suggesting to make resistance AMLAs depend on them? I think that in that case, these spells would be unlocked but never advanced. That is why I suggested making them far cheaper in terms of AMLAs needed.
@Xargon
Thanks, I will have a look at it.
So you're suggesting to make resistance AMLAs depend on them? I think that in that case, these spells would be unlocked but never advanced. That is why I suggested making them far cheaper in terms of AMLAs needed.
@Xargon
Thanks, I will have a look at it.
Re: Legend of the Invincibles
@Dugi It would be nice if the first ALMA of a redeem spell (the unlocking one) is granted automatically, as then you don't "waste" an advance on a really weak spell. Might make it too easy, though.
Re: Legend of the Invincibles
I want to ask something,
Does it intended that Legacy of Sorrow's AMLA that says " -10% to resistances of all adjacent enemies" only gives the conviction ability that only reduces fire, cold, and arcane resistances? Doesn't it also needs to give frail tide ability?
Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
Does it intended that Legacy of Sorrow's AMLA that says " -10% to resistances of all adjacent enemies" only gives the conviction ability that only reduces fire, cold, and arcane resistances? Doesn't it also needs to give frail tide ability?
Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
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Re: Legend of the Invincibles
AFAIK that´s intended, it´s just an outdated tooltip.ZIM wrote:Does it intended that Legacy of Sorrow's AMLA that says " -10% to resistances of all adjacent enemies" only gives the conviction ability that only reduces fire, cold, and arcane resistances? Doesn't it also needs to give frail tide ability?
That´s just you plus probability at work. I think in one of my play-throughs it was Black Ring for me, sometimes it´s for other slots.ZIM wrote:Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
In the ruins of Carthage - contemplating prophecy.
Re: Legend of the Invincibles
What do you guys say about this?matsjoyce wrote:It would be nice if the first ALMA of a redeem spell (the unlocking one) is granted automatically, as then you don't "waste" an advance on a really weak spell. Might make it too easy, though.
Fixed the description in the git version.ZIM wrote:Does it intended that Legacy of Sorrow's AMLA that says " -10% to resistances of all adjacent enemies" only gives the conviction ability that only reduces fire, cold, and arcane resistances? Doesn't it also needs to give frail tide ability?
As its name suggests, it is not very precious.ZIM wrote:Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
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- Joined: February 7th, 2015, 1:27 am
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Re: Legend of the Invincibles
I don´t really like it, because you´d have a lot of spells at the end and the UI is not really designed for this. It´s mostly an asthetic/player comfort thing. No objections on the gameplay side.Dugi wrote:What do you guys say about this?matsjoyce wrote:It would be nice if the first ALMA of a redeem spell (the unlocking one) is granted automatically, as then you don't "waste" an advance on a really weak spell. Might make it too easy, though.
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
In the ruins of Carthage - contemplating prophecy.
Re: Legend of the Invincibles
I was suggesting to include penetration and resistance AMLA in the redeem spells.Dugi wrote:#Redeem spells
So you're suggesting to make resistance AMLAs depend on them? I think that in that case, these spells would be unlocked but never advanced. That is why I suggested making them far cheaper in terms of AMLAs needed.
For example (untested):
- arcticblast1. new cold magical 6x6 slow spell (compared to the current version, I removed hose and made more attacks, each less powerful, to increase the chances of slowing the enemy)
- arcticblast2. +1 damage, 4% cold penetration
- arcticblast3. +1 damage, 4% cold resistance
- arcticblast3_speed. +1 attack -1 damage
- arcticblast3_poison. poison
- arcticblast4. +1 damage, 4% cold penetration
- arcticblast5. +1 damage, 4% cold resistance
- arcticblast5_speed. +1 attack -1 damage (needs also arcticblast3_speed)
- arcticblast5_precision. focused instead of magical
- arcticblast6. +1 damage, 4% cold penetration
- arcticblast7. +1 damage, 4% cold resistance
- arcticblast7_speed. +1 attack -1 damage (needs also arcticblast5_speed)
- arcticblast7_precision. guided instead of focused (needs also arcticblast5_precision)
- arcticblast8. +1 damage, 4% cold penetration
- arcticblast9. +1 damage, 4% cold resistance
It is 15 AMLA, same as the current arctic blast. With all AMLA it makes 11x9 damage (99, a bit less than the current version with 15x7=105, but usually doing more damage because of the 16% penetration). Not hose, but 16% cold resistance.
This new arctic blast is not an AoE spell, to have the possibility of a redeem spell that does not cause lethargy.
Blizzard would be the AoE cold spell, providing up to 16% penetration and 16% resistance too.
Re: Legend of the Invincibles
I would like the hose option to stay. I could just add that cold resistance and cold penetration and leave the rest there. It is clearly something in need of improvement, there's no need to penalise the improvement elsewhere.
Re: Legend of the Invincibles
I removed the hose, because I don't see it as an improvement!Dugi wrote:I would like the hose option to stay. I could just add that cold resistance and cold penetration and leave the rest there. It is clearly something in need of improvement, there's no need to penalise the improvement elsewhere.
For example, I was tempted to take the current version of fireblast, because after a lot of AMLA it can deal a lot of damage, but I see hose as a penalty of 20 (or 12, depending of LotI version) which makes it unsuited when attacking, because it diminishes the retaliation capabilities, which are the most efficient way to kill a lot of enemies. Once Efraim or Lethalia has had 20 to 30 AMLA, then lethargy due to hose is no more an issue. But it is too late to start building up fireblast.
Re: Legend of the Invincibles
@Dugi Have you seen viewtopic.php?f=23&t=43112&p=604605#p604604? Might be useful for the duelist mage
Re: Legend of the Invincibles
@Ashes
Maybe its penalty could be further reduced? Or increase its damage, decreasing the attack count? It would not differ from entropy much otherwise.
@matsjoyce
Yes, it could be. What do you guys say about that?
Maybe its penalty could be further reduced? Or increase its damage, decreasing the attack count? It would not differ from entropy much otherwise.
@matsjoyce
Yes, it could be. What do you guys say about that?
Re: Legend of the Invincibles
#redeem-spells
I like the idea of more AMLA's and in general more power for redeem spells. Playing late in the campaign and having to take "useless filler" redeem AMLA's because you've already gotten what you want feels awful. Plus I'll admit I've very rarely felt redeem spells to be worth the investment. Contrary to defensive improvement whom stack up bit by bit, or generic offensive improvement, redeem spells stack up slowly and you need to hit a "breakpoint" where it becomes stronger then what you usually use. Which means it's a big investment that takes a long to produce any returns. The answer to that being either to further specialise the spells (creating niche cases where they are useful regardless of power/balance), or further push their strength so that it's still quite the investment but you know it will prove worth it, not just "might". All in all, I'm all for pushing those spells a little forward, as after all most cases of way-to-overpowered mechanics having been dealt with, I don't think it'd be a huge problem to give the main heroes a bit of love for some heavy investment/specialised pathing
#new art
I like the idea of more AMLA's and in general more power for redeem spells. Playing late in the campaign and having to take "useless filler" redeem AMLA's because you've already gotten what you want feels awful. Plus I'll admit I've very rarely felt redeem spells to be worth the investment. Contrary to defensive improvement whom stack up bit by bit, or generic offensive improvement, redeem spells stack up slowly and you need to hit a "breakpoint" where it becomes stronger then what you usually use. Which means it's a big investment that takes a long to produce any returns. The answer to that being either to further specialise the spells (creating niche cases where they are useful regardless of power/balance), or further push their strength so that it's still quite the investment but you know it will prove worth it, not just "might". All in all, I'm all for pushing those spells a little forward, as after all most cases of way-to-overpowered mechanics having been dealt with, I don't think it'd be a huge problem to give the main heroes a bit of love for some heavy investment/specialised pathing
#new art
I like the sprite, and it looks a bit more noble/refined, which fits with the idea of "duelist"+"mage", so it'd definitely be a plus in my eyesDugi wrote: @matsjoyce
Yes, it could be. What do you guys say about that?
Re: Legend of the Invincibles
How do I find out how far along in the campaign I am? I know the campaign has 99 scenarios, but I can only see the title of the scenario, not it's number within the campaign.