12-13-2015, 01:24 AM
In general, the wizard kingdoms are getting spells earlier, to say the least. The 1st through 3rd Power lists are pretty extensive. I think the Necromancer might have 16 Power 2 spells.
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# 502 Choosing Beta 1
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12-13-2015, 01:24 AM
In general, the wizard kingdoms are getting spells earlier, to say the least. The 1st through 3rd Power lists are pretty extensive. I think the Necromancer might have 16 Power 2 spells.
12-13-2015, 08:20 AM
AN
A suggestion: Allow leaders to be transferred into pop centers. Increasing the defense, and production. Perhaps a free recon of the pop centers location or maintain status quo depending on the leaders rank.
12-14-2015, 05:21 AM
(12-13-2015, 01:24 AM)Ry Vor Wrote: In general, the wizard kingdoms are getting spells earlier, to say the least. The 1st through 3rd Power lists are pretty extensive. I think the Necromancer might have 16 Power 2 spells. For fact checking, we see the following: 2nd Cycle Witchlord: 8 P1 spells, 13 P2 spells, 13 P3 spells. 3rd Cycle Necromancer: 16 P1 spells, 15 P2 spells, 22 P3 spells. In 3rd Cycle, among many other things: Wizard kingdoms have many more early spells, their are 23 new spells, new summonings, and maybe 15 new artifacts. Military kingdoms have 24 new Companion brigade types, 4 different human recruitable brigades, new tactics, increased intercept. Several enhancements to naval power and conditions. Politically we have Stir Unrest, and various traits that both aid or hinder political activities. Succession to the Crown occurs after political orders, so the noble's actions are not interrupted. The king's Fool might raise Influence by a fraction. Agent teams at L4 and L7 have new capabilities, especially a L7 detecting PC's, Groups, and Unusual Sightings in 4 areas. Agent teams over L6 may survive as a team of reduced level where in 2nd Cycle they would be destroyed. Agents are captured 10% less, but succeed 10% less. The High Priestess doesn't die from divinations, but becomes weary and possibly exhausted. New High Priestess capabilites, and a captured HP joins the side of her captors. Secret Victory doesn't end the game, but does give status to the player achieving the Secret Victory. And the 4096 different possibilities of kingdoms involved in any one game.
To make it easier on everyone, I trimmed the new website's forum thread to only show the most important posts: http://kingdomsofarcania.net/forum/showt...9#pid32189
I'll continue to trim that thread in the future so new players won't have to dig thru dozens of pages to find how to do things on the new site. Note to Ry Vor, since you're an admin, don't login and view the thread as a Guest to see how everyone else views it (4 posts total).
12-14-2015, 04:50 PM
Beta testers, don't forget to provide your impressions and discoveries each turn.
12-14-2015, 05:00 PM
(This post was last modified: 12-14-2015, 05:04 PM by HeadHoncho.)
Cimmerians (CI) Impressions
Really like the flavor and traits, they deliver well on the "northern barbarian" and "hardy adventurers" concept that I believe Ry Vor was going for. The biggest disconnect for me, perhaps oddly, was a plains movement cost of 5. It really slows the Kingdom down, and it doesn't really fit with the "barbarians running all day long" trope that is entrenched in my mind. Had some bad luck with finding initial pop centers, so we'll see if I take control this upcoming T4, or on T5. Glad I did this refresher, because in checking my setup, I just saw again that I have the location of an artifact, which I'm going to go to now, and hope it's still there. ![]() EDIT: Got the region! NOTE FOR UM: Mike, it looks like the Cimmerian ability to maintain normal food production in Winter has not been factored in yet (according to the next month projection numbers, anyway). Thanks!
12-14-2015, 08:02 PM
Elf turn 4
Name: Mirror Image Spell #: 138 In an unusual sighting, the caster creates two mirror images of himself, confounding the guardian and providing him good protection. This is a spell available for Unusual Encounters that provides the full wizard power as in Spell 139, but at 1/3 the normal chance of death for using 139. Reconnaisance of unusual sighting in area BE by a patrol of the 1st Elven: Wizard Hymenopt (Power-3) offered his full magical potential and risk death in order to assist in the patrol's efforts. Grabbing something from his cloak and uttering a few words, Wizard Hymenopt (Power-3) created the Light of the Evening Star easily. This is an intrinsic ability for him (does not count as his spell cast). Wizard Galdor (Power-1) decided to stay behind in camp and will not be a factor in assisting the patrol. Adept Wartorn decided to stay behind in camp and will not be a factor in assisting the patrol. A patrol consisting of Major General Algor, Captain Lanvere, Power-3 Wizard Hymenopt and a dozen hand-picked troops rode ahead to investigate the sighting. It had been decided that the patrol would persevere even if difficulty was encountered, but would withdraw if the situation grew very perilous. As this forest area is entered something unusual has altered the landscape. There is evidence of uniquely shaped trees, uncommon color in the foliage, and peculiar smells that none in this patrol have experience before. judiciously they move forward where a citadel showing all the marking of belonging to a prominent military figure. There are a few scattered peasants to be seen who show no curiosity in the patrol, indeed they demonstrate little interest in anything as they move in a mechanical and silent manner while keeping their distance from the company. As the patrol approaches nearer the citadel there are obvious signs of neglect as the banner is torn and faded, no soldiers man the towers, and the entrance is unguarded. Suddenly the patrol comes upon a group of five illusionists, approaching them: both sides seem surprised but the illusionists immediately launch a series of lethal magical attacks and it takes a moment for the group to react! In the first moments of battle 6 soldiers died at the hand of this evil opponent. Now the patrol's leaders fought with their full abilities. The conflict was furious. The cunning illusionists clearly proved an exceptionally deadly adversary. The contest raged on, its outcome in doubt. deadly phantasms spiraling magically toward them still more warriors were lost forever. The next few minutes saw 5 soldiers lose their lives, but the enemy had been weakened. Algor again led courageously and has earned a promotion to Commander. Lanvere has shown uncommon skill and has earned a promotion to Captain Major. In the proud tradition of the Elven kingdom, a glorius hero has distinguished himself in this battle. He is Centurion Vrilxar. Tragically, the Elven Power-3 Hymenopt died of his wounds. The battle raged on, furiously contested for what seemed like hours. The next few minutes saw 2 soldiers lose their lives, but the enemy had been weakened. Bravely aiding the patrol was Captain Major Lanvere. Centurion Vrilxar demonstrated uncommon valor through out the fray. Finally the cunning illusionists had been destroyed. The valiant patrol was victorius. With the battle over, the group finds an interesting object nearby. A Ring of Protection will give it's wearer a 20% protection to assassination and a 50% protection to spells! This ring can be used effectively by emissaries only and it's resistance to magic will affect possible positive spells as well. Chancing upon the apparent dwelling of the illusionists, the following items are discovered, treasures of gold and gems worth 8,000 gold. Either I have bad luck or Mirror Image is not working but I successfully got the fine ring at the expense of my shiny lvl 3 mage! I summoned a few centaurs last turn to storm the vile Sacred Order town my elf scouts found! I fear my archers are not well suited for this task. I was wrong from last turn about the patrol ending movement early, it appears my eyes do not see as well as years ago. I was able to grab control of 1 only 1 turn behind schedule which might be unreasonable and maybe turn 4 is the new turn 3. I like the feel of the military with each unit being individual and thus when they level it becomes painfull or joyous as they fail/succeed.
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
12-14-2015, 08:15 PM
(12-14-2015, 08:02 PM)Lord Alz Wrote: Either I have bad luck or Mirror Image is not working but I successfully got the fine ring at the expense of my shiny lvl 3 mage! I summoned a few centaurs last turn to storm the vile Sacred Order town my elf scouts found! I fear my archers are not well suited for this task. I was wrong from last turn about the patrol ending movement early, it appears my eyes do not see as well as years ago. I was able to grab control of 1 only 1 turn behind schedule which might be unreasonable and maybe turn 4 is the new turn 3. I like the feel of the military with each unit being individual and thus when they level it becomes painfull or joyous as they fail/succeed. Mirror Image is working, you just rolled low. Keep in mind that the Mirror Image spell doesn't make your wizard immune to dying (like being a wraith/lich or casting the guarded attack spell), it just reduces the chances of death. I checked the logfile and your wizard provided his full wizard level which helped prevent others from dying (total group strength vs encounter rating). Your wizard also rolled badly on the Healing trait "saving throw" which provides a 20% chance of avoiding death from battles or encounters.
12-14-2015, 09:20 PM
12-15-2015, 03:05 PM
I made a correction in the code that prevents one's own counteragents from preventing recons of your own pc's or trailing your own groups. This also will change the text displayed on your turn report of the agent performing the recon of where it'll now say that no counteragents were detected (if reconning own pc/group). So if you see this message, don't think that your pc's/groups are no longer being protected by your counteragents (or intrinsic counteragents from Order trait) when reconning your pc's/groups. Those counteragents are still active and protecting your pc's/group's, just the message is stated differently for these two types of situations of reconning own pc/grp.
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