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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #31  
Old January 14th, 2009, 10:58 AM
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Default Re: Conceptual Balance Mod 1.4

yeah sorry - it was late.

clearly they need another one!11
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  #32  
Old January 15th, 2009, 03:01 AM
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Default Re: Conceptual Balance Mod 1.4

They need a Vicious Russian Horse Bite attack, at STR-5.

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  #33  
Old January 15th, 2009, 11:54 AM
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Default Re: Conceptual Balance Mod 1.4

While updating the forging references, I discovered that the Demon Whip is Construction-2 in CBM 1.4

The Demon Whip has the same AOE-1 Small Area Fire effect as the Fire Brand; in other words, automatic AOE-1 damage is now attainable at the Construction-2 tier.

This seems like a disruptive technology to me. Won't this be a boon to fire nations? Square-clearing thugs before the 1st winter? Thoughts?
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  #34  
Old January 15th, 2009, 12:22 PM

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Default Re: Conceptual Balance Mod 1.4

Is it automatic, or does it require a hit? In other words, is it secondaryeffectalways like the brands, or secondaryeffect? I imagine it is secondaryeffectalways as aoe weapons usually are.
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  #35  
Old January 15th, 2009, 12:27 PM

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Default Re: Conceptual Balance Mod 1.4

I certainly hope someone builds some thugs with them, as it is I don't think I have seen one forged yet, ever. It's possible const 2 is too early, but there are a lot of great items even base game at const 2.
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  #36  
Old January 15th, 2009, 04:51 PM

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Default Re: Conceptual Balance Mod 1.4

As I recall, the demon whips are F1D1, which restricts its gamebalance issues somewhat (as opposed to straight F2, for example).

I don't think it will hurt balance too much. The major candidate for examination I suppose is Abysia.
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  #37  
Old January 15th, 2009, 04:52 PM

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Default Re: Conceptual Balance Mod 1.4

Under CBM 1.3 the Master of the Games - Multi hero for Ermor
and probably pythium, has at least a typo, and possibly an error.

attacks are generic sword, generic sword,,

ie., either an extra comma or a missing attack.
I presume its the same problem in 1.4
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  #38  
Old January 15th, 2009, 05:45 PM

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Default Re: Conceptual Balance Mod 1.4

Quote:
Originally Posted by chrispedersen View Post
As I recall, the demon whips are F1D1, which restricts its gamebalance issues somewhat (as opposed to straight F2, for example).
They are fire one so I imagine you might see a lot of them from now on, perhaps not, it's not like they'll have a bigger spot in the mid-end game than earlier
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  #39  
Old January 15th, 2009, 06:49 PM
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Default Re: Conceptual Balance Mod 1.4

weren't they F1B1?
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  #40  
Old January 15th, 2009, 07:53 PM

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Default Re: Conceptual Balance Mod 1.4

Fire 1 Construction 4 in 1.3
Fire 1 Blood 2 without CBM
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