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Are DE normal emissaries affected by sleep? In the old days, it was only the Princes that didn't sleep. However, normal DE emissaries now seem to have that protection, is that as intended?
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(10-04-2019, 12:33 PM)Senior Tactician Wrote: Are DE normal emissaries affected by sleep? In the old days, it was only the Princes that didn't sleep. However, normal DE emissaries now seem to have that protection, is that as intended?
Yes they have a trait immune to sleep. All emmies are immune
AN has trait immune to death magic so no wizards or leaders can be killed using kill wizard spell. Also summon death does nothing to AN.
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(10-04-2019, 01:18 PM)Draugr Wrote: (10-04-2019, 12:33 PM)Senior Tactician Wrote: Are DE normal emissaries affected by sleep? In the old days, it was only the Princes that didn't sleep. However, normal DE emissaries now seem to have that protection, is that as intended?
Yes they have a trait immune to sleep. All emmies are immune
AN has trait immune to death magic so no wizards or leaders can be killed using kill wizard spell. Also summon death does nothing to AN.
No wonder Brek likes AN so much.
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Just stopping by......
As I think about the next release, any thoughts on the Undead? Seem underutilized to me, maybe I am not seeing something? Also I am thinking about removing the hits associated with Nazgul, Liche, Wraith: so it would just be a decision to take a high powered spell turn to become undead and not advance further, rather than lose a level in power or leadership.
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I think the changes to Nazgul etc... would be welcomed. It costs a lot of money to raise wizards and losing a level of that can really help dissuade someone from trying it.
Undead are good but it’s often a matter of “Is that the best use of my wizard this turn?” as well as knowing that you may face the cap on troop types at some point and having oddball brigades can hurt.
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(10-04-2019, 08:41 PM)Calidor Wrote: I think the changes to Nazgul etc... would be welcomed. It costs a lot of money to raise wizards and losing a level of that can really help dissuade someone from trying it.
Undead are good but it’s often a matter of “Is that the best use of my wizard this turn?” as well as knowing that you may face the cap on troop types at some point and having oddball brigades can hurt.
I agree, just using a Power 6 spell is kind of pricey. I think we need to address Undead. It might even be a new choice, whether to allow Undead on not in customizing your kingdom. But then Undead would become much more powerful if they were also shunned in places. We don't have to go there. Just sayin'.
I'm hoping to be able to do some of the value updating (how strong is this thing in this situation, etc) myself to maybe get three new kingdoms in. This would probably be close to borderline on a whole new cycle, i.e., a bigger development project, i.e., where is the money in my cushions.
I'm a little stoked in any case of doing the Maelstrom update, in whatever shape it takes.
Also want opinion on default 5 region control for Rex victory, Stormgate start with Castle or Great Castle, landlocked or not.
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10-05-2019, 11:11 AM
(This post was last modified: 10-05-2019, 11:13 AM by Draugr.)
I use undead. I did in 3rd cycle too. I had hordes of them with DE in the game I won. Multiple army groups. I think you are just seeing less of them do to all the options of troops. I would say only ghouls get the cold shoulder but even they cause fear which means vs some high defense castle they could be doing more damage than even the highest level attack spells. With Spector now being up to 7 in a group using a flying mini port of 7 squares can really add to mobility and allow mages to cast other spells. I would guess the number one reason undead are not around more is not due to spell level but having those high level wizards on a non PC square. So if your recruiting undead your not multitasking with the group other than recruiting champs. Where recruiting humans you can do it from town to town as you take PCs.
Honestly I would avoid “new” kingdoms and fine tune some that get less love. Developing a kingdom generator of sorts would be very cool though where players could make there own kingdoms. Or more traits with special matches where players have 20 or even 25 trait points(2 orders worth). So they play other traits
5 regions I fully support. But would expect more drawn out game where only 4 or 5 players are left with multiple regions. Who knows maybe we can even get a lions share maelstrom game.
Stormgate. So if you looking to add defense with some perks I would say start with a citidal. Starting with a castle makes in unseigable and greater castle unable to take politically. Castle makes the obvious move to take and built a greater castle the same turn. Defense being so high no need to defend. I also still think creating a second land brigade is better than removing the current one. I would watch out for making Stormgate to strong as it could become the place you take as a 4th and 5th region combo and never see an owner prior to that.
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(10-04-2019, 12:33 PM)Senior Tactician Wrote: Are DE normal emissaries affected by sleep? In the old days, it was only the Princes that didn't sleep. However, normal DE emissaries now seem to have that protection, is that as intended?
we do not sleep! up all night planning and scheming. we are also immune to kidnapping and assassinations.
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(10-05-2019, 11:11 AM)Draugr Wrote: Honestly I would avoid “new” kingdoms and fine tune some that get less love. Developing a kingdom generator of sorts would be very cool though where players could make there own kingdoms. Or more traits with special matches where players have 20 or even 25 trait points(2 orders worth). So they play other traits
The SO kingdom has to be fixed, the spell list has issues IMO. Can’t get skeletons till P4, Gouls and Rock Gollum’s at P5? Wights and specters at P6, and cant get Minotaurs at all?? This was supposed to be the most skilled magical kingdom? Not impressed with it at all.
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