Legend of the Invincibles

Discussion and development of scenarios and campaigns for the game.

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Which of these units you find worth advancing and gearing heavily? Unpopular ones will be reworked.

Prophet
52
21%
Reaper
29
12%
Scythemaster
20
8%
Shadowalker
18
7%
Shadow Prince
19
8%
Siege Troll
11
5%
Sky Goblin
4
2%
Snow Hunter
20
8%
Soul Shooter
5
2%
Swordmaster
28
11%
Troll Boulderlobber
2
1%
Warlock
24
10%
Werewolf Rider
5
2%
Zombie Rider
7
3%
 
Total votes: 244

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nuorc
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Re: Legend of the Invincibles

Post by nuorc »

@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 have a cunning plan.
Xargon
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Re: Legend of the Invincibles

Post by Xargon »

Dugi wrote:
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...
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.
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.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

#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.
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matsjoyce
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Re: Legend of the Invincibles

Post by matsjoyce »

@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.
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ZIM
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Re: Legend of the Invincibles

Post by ZIM »

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.
Whiskeyjack
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Location: Germany

Re: Legend of the Invincibles

Post by Whiskeyjack »

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?
AFAIK that´s intended, it´s just an outdated tooltip.
ZIM wrote:Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
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.
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

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.
What do you guys say about this?
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?
Fixed the description in the git version.
ZIM wrote:Also, is it just me or that the item Unprecious Ring drops too often? I've already got like 8-9 pieces.
As its name suggests, it is not very precious.
Whiskeyjack
Posts: 476
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Location: Germany

Re: Legend of the Invincibles

Post by Whiskeyjack »

Dugi wrote:
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.
What do you guys say about this?
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.
Under blood-red skies, an old man sits
In the ruins of Carthage - contemplating prophecy.
Ashes
Posts: 95
Joined: July 8th, 2015, 8:59 am

Re: Legend of the Invincibles

Post by Ashes »

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.
I was suggesting to include penetration and resistance AMLA in the redeem spells.

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.
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

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.
Ashes
Posts: 95
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Re: Legend of the Invincibles

Post by Ashes »

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.
I removed the hose, because I don't see it as an improvement!

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.
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matsjoyce
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Re: Legend of the Invincibles

Post by matsjoyce »

@Dugi Have you seen viewtopic.php?f=23&t=43112&p=604605#p604604? Might be useful for the duelist mage :hmm:
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Dugi
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Re: Legend of the Invincibles

Post by Dugi »

@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?
nachkar
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Joined: December 26th, 2015, 1:01 pm

Re: Legend of the Invincibles

Post by nachkar »

#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
Dugi wrote: @matsjoyce
Yes, it could be. What do you guys say about that?
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 eyes
lionside
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Joined: November 7th, 2016, 4:25 am

Re: Legend of the Invincibles

Post by lionside »

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.
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