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The Priority Tweaks
#1
The Priority Tweaks

Earlier this year I was thinking we would have a two-stage release: the first with just priority tweaks and fixing potential exploits; and then a major release for Maelstrom.  But Mike (our developer, partner, friend, and Keeper-of-Alamaze) has somehow cultivated interests outside of Alamaze, so his schedule works best to do everything at once.  I think that time is right around next week.

Anyway, you can see what I felt were the things to be addressed with priority, which were category 1 and 2.  Some you may want to reflect on, like the order sequence changes.  The design index has 20 categories, i.e., there is lots more.

MMXXII

Maelstrom 2022     
 
 
1.     Order Sequence Changes
a.      Dispel Magic (92) becomes 77
b.      Instant Self Teleport becomes 71
c.      Self-Invisible becomes 73
d.      New Spell “Jolt” becomes 75
e.      Learn Regional Reaction to 913
f.       Learn King’s Influence to 914
g.      Guard Becomes 53 – no longer carries over to next turn
h.      Counter Espionage to 54 rest as Guard
i.       Regional Control check is only made at #880.  Changes to Loyal.
 
 
 
2.    Spell Changes
a.      Summon Death:  Do not target brigades immune to death magic such as undead and exempt from the spell such as flying brigades.  Then, if sufficient other brigades, do not target brigades with resistance to death magic.  Target first then brigades without immunity or resistance to death magic with the lowest experience (green), working up in experience as needed to eliminate the required number of brigades.  Default losses are 4 brigades, which becomes 3 if the group has Stalwart, 2 if the group has Magic Resistance or Death Resistance, 0 if it has Death Immunity or Death Magic Immunity or Battle Magic Immunity, and is +1 if the target group is Army Group sized.
b.      Fear is influenced by spells, artifacts, traits, kingdoms, and brigade types.  In any battle resolution, the total percent of Fear (reduction in enemy morale) cannot exceed 35 points from all Fear sources for each side. 
c.      Fear effects ae reduced by the % of brigades in the group that have immunity via Trait or Ability.
d.      Wall of Flame does 25% damage to a group, not modified by other factors like leadership or morale, but is reduced by 50% of Shield protection including Shield benefit of Presence.  For example, a P4 Shield spell, providing 20% protection from battle magic provides 20% x 50% = 10 point reduction in Wall of Flame to a net 15% damage.
e.      Speed adds its value to the effective rate of the group (for example, 22 if Riders trait) rather than a base of 20.
f.       Battle magic.
                                                    i.     Base values (eg, P1 lightning = 500) are doubled (to 1000).
                                                   ii.     Defense against magic is group defense before leadership or artifacts, but after Shield and Shield Benefit of Presence.
                                                  iii.     Example: Currently a P3 fireball (rename from fire strike) does base 2100 to a division.  If group base defense is 2.0, and leadership is 25%, so effective defense becomes 2.5, actual damage is 2100 / 2.5 = 840.   Now will be 4200 / 2.0 = 2100.
                                                  iv.     Target Density damage is now x2 for army sized target and x3 for army group sized target.  So a P3 Fireball now would.
                                                   v.     A successfully cast fireball reduces enemy morale by 5 points for the remainder of the battle (similar to Fear), unless target is army group sized, then reduces 0 points.
                                                  vi.     Tornado reduces 10 points or 5 points if target is AG sized.
                                                vii.     Earthquake 15 points or 7.5 if AG sized.  Battle magic is Lightning, Fireball, Tornado, Earthquake, Wall of Flame, Crack the Sky, Meteor Strike, and any newer spells that do direct damage to a target.
                                               viii.     Lightning does its battle damage and also targets the lowest ranking leader of Captain class who has a base 40% base death chance, modified by the table for possible character death.  Battle magic resistance reduces chance by 50%.  Will supply a new table to determine character death chance.  Lightning occurs immediately before Dispel Magic so is the only offensive spell that cannot be Dispelled.  It occurs after Self Invisible and Instant Self Teleport but before Guarded Attack.

Brigade Special Abilities and brigade adjustments:

·        Urik Hai – begin as Regular rather than Green.  If there are at least 3 Orc and/or Goblin brigades in the force, then each Urik Hai Veteran or Elite brigade provides a 5% Valor bonus to the force up to 35% max Valor from all sources.
·        Paladins - heal at the same rate as Trolls.  Paladins begin as Regular rather than Green.  Provides Valor of 5% per Veteran or better not to exceed 35% from all sources. 
·        Knights of Styx – begin as Regular than Green.   Provides Fear of 5% per Veteran or better, Elite provides 10% Fear per elite Styx brigade, not to exceed 35% from all sources.
·        Vikings - begin as Regular rather than Green.   Provides bonus of 5% per Veteran or better to attack values in Storm and Melee phases, not to exceed 35% total from all sources.
·        Stormgate Guards – Veteran or better Stormgate Guards provide 5% bonus to group defensive value per Veteran or Elite brigade to a maximum of 35%.
·        Nyvarians – Provides 5% defense bonus for group per Regular Nyvarian brigades, 10% for Veteran or Elite in force in mountain terrain.
·        Mythians – 2+ Mythian veteran or elite brigades grants Acuity to group (never surprised) and Mythians provide +5% per veteran or elite brigade to defense in swamp or forest up to 35% total for force from all sources.
·        Adjust Hill Giants to provide Stalwart if 2+ Hill Giant brigades, without calculating a percentage based on number of Hill Giant brigades.
·        Rock Golems do not show up on recon if group is located in mountains (like Wood Elves in forest).
·        Saurus reduces Fear to its group by 10% per Saurus brigade, not the % of Saurus brigades in group.
·        Scorpions – Ensure their special ability of increasing all opposing leader death chances by 10 points per Scorpion brigade.  So a leader with a base 20% chance of being killed in combat would have a 40% chance of being killed (+20 points) if 2 Scorpion brigades.
·        Swampmen +100% (instead of 25%) for battles fought in Swamp.
·        Need to make text revisions to Companion Abilities chart and kingdom dossiers.
·        Add Companion Abilities to each Kingdom’s dossier for the companions they can attract.
 
War machines are moved from Companion to a recruitable type for any kingdom from a PC with >13k population and >10,000 supply production.  War Machines of a kingdom with Engineering start as regular experience.  Requires a General and a Veteran brigade to recruit.
 
Dwarven War Machines – an improved recruitable type for Dwarves only.  Double defense and about double LRM, SRM, and decent Storm / Charge.
 
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#2
These are more than just Tweaks.  Some big changes here.

1)  The Order Sequence is something that has been talked about, is necessary, and I looks done properly.  My only question here is what "Jolt" is going to be.  Its an early spell so maybe the Mage is just conjuring his coffee in the morning.

2) Spell Changes.  This is the big one.  We are about to be living in the Age of the Fear Cap.   If you listen carefully I think you'll hear Senior T weeping.  And its not just Fear but Valor too.  But not Shield, it seems.  Which is fine by me.   

Summon Death has been changed which is good because it always seemed to claim my Vets or Elites.  They should have better survival instincts.  And Wall of Flame has been clarified which is good because I never felt that spell was very effective and it should be.  And Speed has been fixed.     

The Battle Magic spells are another big change that we knew was coming.  I like coupling fear with battle spells because .. well, they are scary.  I see a lot of Earthquakes in the future.  And there's a bit of a twist on Lightning.  What's missing here is how this affects PC battle.

3) Companion special abilities have been cleaned up and they will be posted in kingdom dossiers ( He hears you, Rellgar! )  Some of the abilities are a bit too complicated ie Urik Hai needs 3 orcs or goblins and must be vet or elite and then you get 5 pts valor per brig.  Ugh.  That's a lot of work.   But others like Saurus have been simplified.  That's good.  And with Scorpions I don't really see a change.   

Some benefits don't kick in till Vet or Elite status.  I think it works better the way the Nyvarians were done ie 5% for regular 10% for vets and elite.  But I do like that the Paladins, Knights of Styx, Stormgate Guard, etc. have abilities now.  

4) War Machines for Everybody!  With fear caps and castles everywhere this had to be done. In Ye Olden Tymes when Forts and Castles were popping up more and more you found that War Machines became more prolific and creative.  Its just the progression.  Also, it makes sense to build them at a PC.   However if anyone is gonna make stuff, the Dwarves will do it better.

Looks like more than "tweaks" to me, but looks good.
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#3
Can u bump up crack the sky then? Sounds like most of that spell is capped with just a basic fear spell at level five, with an extra tornado.
You will never see a demon prince aspiring to achieve crack the sky again.
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#4
Another idea
Dragons routinely stomp wizards on turn 3, how about making the tornado spell 4x or 3x damage against dragons?
Pesky lizards
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#5
Can we get the dispersed kingdom's E.S.O. fixed?  They are still at 3 points for a major e.s.o. with 2 free points, a left over from 3rd cycle when they really were dispersed. 

It would make sense to tweak the 815 heal spell too, like we all agreed to on the last upgrade.  Heal 1 type and heal two types are both 815 and there should be an advantage to healing just 1 type.  Now you heal two types for 15% and 9% respectively but healing just 1 type also only gets 15%.  How about a new spell, # 814 heal 1 type for 22%?
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#6
(12-18-2021, 11:09 AM)uncledarkside2 Wrote: Can u bump up crack the sky then?  Sounds like most of that spell is capped with just a basic fear spell at level five, with an extra tornado.  
You will never see a demon prince aspiring to achieve crack the sky again.


I agree. These changes seem to leave Crack the Sky nerfed somehow. If you reach the fear cap via other means then it just isn't worth it. And it certainly doesn't seem to be worth using in PC battle since Earthquake would do more damage and the chaos part isn't useful either. If Crack the Sky is going to continue to be the Mac Daddy of spells its gonna need a boost.

And speaking of PC battles, we are shown that Battle Magic is more effective in Group Vs Group battle because Artifacts and Leaders are not applied to DV but is there a similar modifier in PC attacks?

Also, it's worth mentioning the Fortification glitch could be addressed. The one where you can't build a fort if you already have a castle.
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#7
Just allow nly Crack the sky to go above fear cap.
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#8
The tweak that would help the game the most is to get rid of the “forum” game start up
When some one logs in, they should be taken directly to the game queue, to games that are predetermined-they can sign in, with a message telling them that the game may take some time to begin while we wait for players, please check your email. No one needs the choice of which type of game to play from the beginning, they can come to the forum for future games for variety. People want to log in and play, not be confused. I know you love the forum Rick, but the slow process loses players. Name another game that takes up to one month to start (heck, I created an anonymous game a few weeks ago, 9 people signed up for it, and then it was just eviscerated).
The software should be set to always have a steel game in the queue, one fills up, another is setup.

The forum needs to be secondary support, and drastically cleaned up. Things in here from 2013 may seem great and nostalgic, but are confusing.
The rulebook needs rewritten to accommodate Maelstrom, and the old one thrown away. We do not play 3rd cycle anymore. Or 2nd, or 1st
These are some of the tweeks that will help this game grow again. Tweeking the rules and abilities is nice, but the time should be spent on cleaning things up. Alot of people find this game online, but few play. I said it before, when i searched for this game I WANTED to play, having played in the 80’s, logged in, and was sooo confused i was unable to play. I am not computer illiterate, nor stupid. It is a VERY hard game to join. Ask the newest player Lt. Gisono it took him one month to get into a new game. This means that your game is great because he stuck around, but very few will.
We all appreciate the time you invest here, and hope to play for many more years. But some new blood is necessary to keep the game alive. Streamlining is necessary for the new blood.
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#9
(12-20-2021, 03:17 AM)uncledarkside2 Wrote: The tweak that would help the game the most is to get rid of the “forum” game start up
When some one logs in, they should be taken directly to the game queue, to games that are predetermined-they can sign in, with a message telling them that the game may take some time to begin while we wait for players, please check your email.  No one needs the choice of which type of game to play from the beginning, they can come to the forum for future games for variety.   People want to log in and play, not be confused.  I know you love the forum Rick, but the slow process loses players.  Name another game that takes up to one month to start (heck, I created an anonymous game a few weeks ago, 9 people signed up for it, and then it was just eviscerated).
The software should be set to always have a steel game in the queue, one fills up, another is setup.

The forum needs to be secondary support, and drastically cleaned up.  Things in here from 2013 may seem great and nostalgic, but are confusing.  
The rulebook needs rewritten to accommodate Maelstrom, and the old one thrown away.  We do not play 3rd cycle anymore. Or 2nd, or 1st
These are some of the tweeks that will help this game grow again.  Tweeking the rules and abilities is nice, but the time should be spent on cleaning things up. Alot of people find this game online, but few play.  I said it before, when i searched for this game I WANTED to play, having played in the 80’s, logged in, and was sooo confused i was unable to play.  I am not computer illiterate, nor stupid. It is a VERY hard game to join.  Ask the newest player Lt. Gisono it took him one month to get into a new game.  This means that your game is great because he stuck around, but very few will.  
We all appreciate the time you invest here, and hope to play for many more years.  But some new blood is necessary to keep the game alive.  Streamlining is necessary for the new blood.

You nailed it. I know it's true, because I had 5 people interested in playing until they discovered  the problems mentioned.
Reply

#10
(12-20-2021, 03:17 AM)uncledarkside2 Wrote: The tweak that would help the game the most is to get rid of the “forum” game start up
When some one logs in, they should be taken directly to the game queue, to games that are predetermined-they can sign in, with a message telling them that the game may take some time to begin while we wait for players, please check your email.  No one needs the choice of which type of game to play from the beginning, they can come to the forum for future games for variety.   People want to log in and play, not be confused.  I know you love the forum Rick, but the slow process loses players.  Name another game that takes up to one month to start (heck, I created an anonymous game a few weeks ago, 9 people signed up for it, and then it was just eviscerated).
The software should be set to always have a steel game in the queue, one fills up, another is setup.

The forum needs to be secondary support, and drastically cleaned up.  Things in here from 2013 may seem great and nostalgic, but are confusing.  
The rulebook needs rewritten to accommodate Maelstrom, and the old one thrown away.  We do not play 3rd cycle anymore. Or 2nd, or 1st
These are some of the tweeks that will help this game grow again.  Tweeking the rules and abilities is nice, but the time should be spent on cleaning things up. Alot of people find this game online, but few play.  I said it before, when i searched for this game I WANTED to play, having played in the 80’s, logged in, and was sooo confused i was unable to play.  I am not computer illiterate, nor stupid. It is a VERY hard game to join.  Ask the newest player Lt. Gisono it took him one month to get into a new game.  This means that your game is great because he stuck around, but very few will.  
We all appreciate the time you invest here, and hope to play for many more years.  But some new blood is necessary to keep the game alive.  Streamlining is necessary for the new blood.
Thank you Uncle.  I feel exactly the same way and have said some of the same things in the past.  The house keeping jobs may not be as much fun as designing but they are necessary to keep the game going and growing.  No other game I have ever seen depends on a forum to enter a game.
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