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  #1  
Old June 22nd, 2008, 03:32 PM
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Default New Events, Afflictions, Heroic Abilities.

To make Luck more interesting:

Feel free to post your thoughts on new random Luck/Misfortune events, as well as new afflictions and heroic abilities.

As per the suggestion of Endoperez, who submitted a *very* nice suggestion for a new affliction, and I quote:

Affliction: Shattered Soul
Requirements: not a demon, not unique, not mindless, not magic being, not animal, not inanimate,
Effect: mor = 50 (mindless), mr -5, att -3, def -3
Can only be received from magic damage. Very, very rare. More common (just very rare) from Astral spells' (and items'?) damage, from the same formula that checks Astral for True Etherealness.
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Old June 22nd, 2008, 03:32 PM
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Default Re: New Events, Afflictions, Heroic Abilities.

Reserved for adding suggestions from other threads.
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Old June 22nd, 2008, 07:06 PM

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Default Re: New Events, Afflictions, Heroic Abilities.

Random event:

Mage <x> (who must have been idle last turn) was dabbling in the lab and learned <+1 to some magic path, including those he didn't have before>.


A group of <x's, a magical commander type> moved into <province> and are now recruitable. (The province must already contain the building(s) needed to recruit them.)


A freak magical mishap caused an enchantment <a global that affects everyone equally> to come into being. It is treated as if cast by someone just able to cast it and with no extra gems.
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  #4  
Old June 23rd, 2008, 02:50 AM
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Horst F. JENS Horst F. JENS is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

Random event (high luck):

Commander X was gifted by the Gods with a new slot Y (Feet/Hands/Misc/Head)
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Old June 23rd, 2008, 02:59 AM
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Default Re: New Events, Afflictions, Heroic Abilities.

Good event, requires Magic 1:
One of your mages discovered a planar anomaly. A divine messenger had gotten lost inside it when transferring a magical item. The messenger gave you the item and has agreed to serve you to thank for his freedom.

Gives you a random magical item and an Angel of the Heavenly Choir (1367, the unarmed one). This is what happens when you click "Throw Away".
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Old June 23rd, 2008, 03:51 AM

MaxWilson MaxWilson is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

Quote:
Horst F. JENS said:
Random event (high luck):

Commander X was gifted by the Gods with a new slot Y (Feet/Hands/Misc/Head)
I think any Pretender would oppose the addition of new events from "the Gods."

-Max
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Old June 23rd, 2008, 06:58 AM
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Default Re: New Events, Afflictions, Heroic Abilities.

Only happens in Magic scale provinces with luck:

Laboratory experiment gets out of control. The lab is destroyed in a magic conflagration but one mage in the area is warped by the experience and gets either +1 in all paths or perhaps 4? (it has to be quite a big boost to make up for the fact that you are 500 gold down and possibly have several mages unable to research/forge for a turn or two).

Following on from the 'mages arrive' and are now recruitable idea - this could also be for decent mundane troops as well. Elephants, Crossbowmen, Longbowmen etc. Possibly the low level summons as recruitables - Wyverns, Cave Drakes, Bog Beasts etc. Although this might cause trouble with them then having a maintenance cost (making them cheap but resource intensive might help?)

It is a shame there are so few indie Thug commanders, even from the magic sites. Some magic sites have very nice mages in but almost none give you any Thugs. Perhaps a homeless hero event getting you a thugable commander of some sort.
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Old June 23rd, 2008, 03:58 PM
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Default Re: New Events, Afflictions, Heroic Abilities.

How about a heroic ability that grants your hero a Berserker (+0) tag, and a secondform upon being killed, into an Ettin with Berserk (+6)? Can only be granted to units with a positive researching score.

And a special event where one of your mages is given a ring that each round has a chance to permanently turn them into a dragon-the ring fills one misc slot but acts as a cursed, unremovable ring of warning, combined with a ring of wizardry. If your mage is killed, the ring can be found by others, and is still cursed, with a chance each round to turn *them* into a dragon.
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Old June 23rd, 2008, 04:45 PM

Coldshard Coldshard is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

Whenever a good event happens to decrease unrest the population increases by 10 for every point of unrest the reduction would take that province below 0.

No extra tag would be needed, it wouldnt even have to be mentioned, but I've had so many good events of 'a few gold and unrest decreases by #' on provinces with 0 unrest

Each turn a 1% chance per luck/misfortune for every province under your dominion and under your control to gain/lose 1% population. People just like/dislike to live in a place that is a little lucky/unlucky. When triggered this would need a minimum of 10 to help with rounding problems. Maybe it could have some other effect with the growth/death scale as well.

Again, no extra tag needed, just a little boost behind the scenes!


Heroic Ability - Buff spell at the start of combat (no fatigue cost)
This would add a bunch of heroic abilities all at once for (hopefully) little effort. The biggest problem would be to make sure that the buff is actually relevant in some way and to make sure it isnt detrimental (area damage buffs would not be good in general). Spending more time in the hall of fame would increase the effective path of the buff spell and have a small chance of giving an additional buff spell.


New Affliction - Lone Wolf
Units command rating reduced to 0 (if not a commander it becomes one with a command rating of 0). Unit upkeep triples (or becomes 5, whichever is higher) and each turn it has a 1% chance for each other commander in the province +1% for each turn it has been in the current province of moving in a random direction (stealthy units will stealth move automatically).

Lost shadow
You have lost your shadow! Or it was stolen from you. In any event, while your shadow is missing you are at -2 for MR, attack, precision, defense, and protection. (A random unit in the same province when this affliction is gained gets an extra shadow, they gain +2 to each of the above, when that unit dies the 'lost shadow' affliction is removed. if the character with the lost shadow kills the unit with their shadow they gain an extra 100 exp)

Hunger/Thirst
(only on living beings who need to eat (hunger), and vampires (thirst))
When you were last injured something happened to you and now you have a constant voracious hunger/thirst. You require 5x the amount of food/drink as normal and are always last to be fed when food runs short. You take half as long to get diseased from a lack of food and gain disease penalties twice as fast. Whenever this unit is starving they will attack a random unit in the province which will act as an assassination attempt (even against normal units) with this unit having berserk +2 +# of rounds starving +# of afflictions
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Old June 23rd, 2008, 05:12 PM

MaxWilson MaxWilson is offline
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Default Re: New Events, Afflictions, Heroic Abilities.

"People just like/dislike to live in a place that is a little lucky/unlucky." Don't they also like to live in places that are the right temperature, orderly, etc.?

In my current game I'm playing with Order-3, Sloth-3, Heat-3 (preference is 2), Growth-3, Misfortune-3, Magic-2 (on CBM scales), Dom6. I call the atmosphere "stoicism." An civil society with a strong belief in Murphy's Law and an intrinsic laziness that would make a programmer proud: work smarter, not harder, and we'd rather think about ways to improve the process than put in the backwork to solve the problem the obvious way. "Here, let me show you my crazy invention! Please ignore the mess. Sometimes it explodes, so watch your step." Apparently the citizens love it, though, or there wouldn't be Growth.

So anyway, I don't think Misfortune necessarily has to be tied to population shrinkage to be thematic. Did the Puritans believe in serendipity? I think not.

-Max
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