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 [Unknown Mod] Artifacts special possibilities

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Unknown_Hero
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Unknown_Hero

Messages : 465
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Registration Date : 2015-09-06

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PostSubject: [Unknown Mod] Artifacts special possibilities   [Unknown Mod] Artifacts special possibilities Icon_minitime2016-04-08, 07:33

I would like to make artifacts with special abilities.

An artifact (not named yet), and when equipped, gives +2 Spell Power, +2 Knowledge, and allows to upgrade Skeletons to Bone Dragons.
The ratio is 38 Skeletons to generate 1 Bone Dragon.

The player makes a double click on the creature, an Upgrade button is available in the creature window (as usual), he can select the numbers of Bone Dragons he wants, and the Skeletons are upgraded to Bone Dragons.

Another artifact, when equipped, gives +1 Spell Power, +1 Knowledge, and gives the same ability as Ghosts to Zombies and Mutant Zombies, so the creatures decimated by Zombies during combat becomes Zombies.

Will it be possible to do this?

Edited:

An artifact that gives +1 Attack (hero) and +4 Hit Points to Creatures, but only for physical damage (melee attack, ranged attack) and spell damage, for the Resurrection spells and Animate Dead spell, the base Hit Points are used.

Example:

Base Creature Hit Points: 10
Hit Points with artifact: 14

Physical damage and spell damage are calculated with 14 Hit Points, the Resurrection spells and Animate Dead spell points restored are calculated with 10 Hit Points.
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Darmani
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Darmani

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Registration Date : 2014-12-27

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PostSubject: Re: [Unknown Mod] Artifacts special possibilities   [Unknown Mod] Artifacts special possibilities Icon_minitime2016-04-09, 11:38

We very much want that too! Our planned custom artifact system will allow this.
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Unknown_Hero
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Unknown_Hero

Messages : 465
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Registration Date : 2015-09-06

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PostSubject: Re: [Unknown Mod] Artifacts special possibilities   [Unknown Mod] Artifacts special possibilities Icon_minitime2016-04-10, 08:07

Darmani wrote:
We very much want that too! Our planned custom artifact system will allow this.

Nice. Smile

And for something like that:

Artifacts.

Enchanted Town Key:

If the hero with the artifact is the attacker, adds +1 Attack during siege, the drawbridge is automatically opened at start of combat and for the whole combat duration (the catapult should avoid to shoot at the drawbridge as it's not necessary).

If the hero with the artifact is the defender, adds +1 Defense during siege, the catapulte cannot destroy the drawbridge during the whole combat (the catapult should not avoid to shoot at the drawbridge as it's more fun, at least for the defender).  Smile

*****

Golden Trebuchet (a precision balance, not a siege engine): Very Happy

Gives 250 gold per day, and allows to trade resources for a better rate on the whole map in Marketplaces and Trading Posts.

Sulfur, Gems, Crystal, Mercury to Sulfur, Gems, Crystal, Mercury --> 1/1 (instead of 1/2 for max numbers of Marketplaces)

Sulfur, Gems, Crystal, Mercury to Wood, Ore --> 2/1 (instead of 1/1 for max numbers of Marketplaces)

Wood, Ore to Wood, Ore --> 1/1 (instead of 1/2 for max numbers of Marketplaces)

Wood, Ore to Sulfur, Gems, Crystal, Mercury --> 1/2 (instead of 1/4 for max numbers of Marketplaces)

Sulfur, Gems, Crystal, Mercury to Gold --> 1/500 (instead of 1/249 for max numbers of Marketplaces)

Wood, Ore to Gold --> 1/250 (instead of 1/124 for max numbers of Marketplaces)

*****

Edited 2016/04/11 - Start:

Gold to Sulfur, Gems, Crystal, Mercury --> 1/500 (instead of 1/1000 for max numbers of Marketplaces)

Gold to Wood, Ore --> 1/250 (instead of 1/500 for max numbers of Marketplaces)

Edited 2016/04/11 - End.

*****

The player just uses the Marketplaces and trading Posts as usual, the better ratio from the artifact is applied automatically.

*****

Helmet of Death: +2 Knowledge, enemy troops and allied troops decimated during combat are raised as Skeletons if he hero possess the Necromancy secondary skill (based on the hero's level of Necromancy).

*****

Belt of Greediness: Gives 100 gold per day, and doubles the gold generated by all the recruited Peasants.

*****

Artifacts with spells.


Belt of Valor: Knowledge +2, gives the ability to cast the Summon Reinforcement spell (the hero must have a Magic Book).

Special: once the hero has cast the spell, the artifact becomes "glued" to the hero for the rest of the week.


Summon Reinforcement.

Level: 5
Cost: 30
Type: Adventure
Target: na
Duration: na
Special: the hero can cast the spell only once per week.

Effect: Adds creatures to all troops in the hero's army corresponding to the growth per week of the creature.

How it works: For each troop present in the hero's army, a number of creatures corresponding at the "growth" value of the creature specified in the creature.xml file is added to the troop.

Example: The hero has Goblins, Orc Chiefs, Nomads and Titans in his army; when the hero casts the spell, 10 Goblins, 8 Orc Chiefs, 4 Nomads and 1 Titan are added to his army.

The same sound as when a hero disappears from the map is played when the hero casts the Summon Reinforcement spell.

*****

Ring of Vaillance: Knowledge +4, gives the ability to cast the Call Reinforcement spell (the hero must have a Magic Book).

Special: once the hero has cast the spell, the artifact becomes "glued" to the hero for the rest of the week.


Call Reinforcement.

Level: 7
Cost: 50
Type: Adventure
Target: na
Duration: na
Special: the hero can cast the spell only once per week.

Effect: All the troops garrisoned in the town/castle selected by the hero when he casts the spell are transferred to his army.

How it works: First, the player must recruit troops he wants to transfert to the hero in a town/castle (or the troops are already present in the town/castle garrison)(so at max 5 different troops), then the hero casts the Call Reinforcement spell and selects the town/castle (this is done the same way than with the list with the Town Portal spell), and the troops are added to his army (merged if there is same types of troops, in the free slots, if any, in the hero screen slots for creatures, the rest in the extended "inventory" for the creatures if necesssary).

The same sound as when a hero disappears from the map is played when the hero casts the Call Reinforcement spell.

Edited:

I will change the Belt of Valor and Ring of Vaillance artifacts, and the Summon Reinforcement and Call Reinforcement spells, I find the spells cost too much spell points, I don't like the once per week limitation for the spells, and I don't like the artifacts "glued" to the hero constraint. Smile


Last edited by Unknown_Hero on 2016-04-12, 06:07; edited 2 times in total
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Artifacts special possibilities   [Unknown Mod] Artifacts special possibilities Icon_minitime2016-04-11, 04:39

Unknown_Hero wrote:
Artifacts with spells.


Belt of Valor: Knowledge +2, gives the ability to cast the Summon Reinforcement spell (the hero must have a Magic Book).

Special: once the hero has cast the spell, the artifact becomes "glued" to the hero for the rest of the week.


Summon Reinforcement.

Level: 5
Cost: 30
Type: Adventure
Target: na
Duration: na
Special: the hero can cast the spell only once per week.

Effect: Adds creatures to all troops in the hero's army corresponding to the growth per week of the creature.

How it works: For each troop present in the hero's army, a number of creatures corresponding at the "growth" value of the creature specified in the creature.xml file is added to the troop.

Example: The hero has Goblins, Orc Chiefs, Nomads and Titans in his army; when the hero casts the spell, 10 Goblins, 8 Orc Chiefs, 4 Nomads and 1 Titan are added to his army.

The same sound as when a hero disappears from the map is played when the hero casts the Summon Reinforcement spell.

*****

Ring of Vaillance: Knowledge +4, gives the ability to cast the Call Reinforcement spell (the hero must have a Magic Book).

Special: once the hero has cast the spell, the artifact becomes "glued" to the hero for the rest of the week.


Call Reinforcement.

Level: 7
Cost: 50
Type: Adventure
Target: na
Duration: na
Special: the hero can cast the spell only once per week.

Effect: All the troops garrisoned in the town/castle selected by the hero when he casts the spell are transferred to his army.

How it works: First, the player must recruit troops he wants to transfert to the hero in a town/castle (or the troops are already present in the town/castle garrison)(so at max 5 different troops), then the hero casts the Call Reinforcement spell and selects the town/castle (this is done the same way than with the list with the Town Portal spell), and the troops are added to his army (merged if there is same types of troops, in the free slots, if any, in the hero screen slots for creatures, the rest in the extended "inventory" for the creatures if necesssary).

The same sound as when a hero disappears from the map is played when the hero casts the Call Reinforcement spell.

Edited:

I will change the Belt of Valor and Ring of Vaillance artifacts, and the Summon Reinforcement and Call Reinforcement spells, I find the spells cost too much spell points, I don't like the once per week limitation for the spells, and I don't like the artifacts "glued" to the hero constraint. Smile

Artifacts changes.


Belt of Valor: Knowledge +1, adds creatures to all troops in the hero's army corresponding to the growth per week of the creature, and this automatically at start of a new week.

How it works: For each troop present in the hero's army, at start of a new week, a number of creatures corresponding at the "growth" value of the creature specified in the creature.xml file is added to the troop.

Example: At start of a new week, the hero has Goblins, Orc Chiefs, Nomads and Titans in his army; 10 Goblins, 8 Orc Chiefs, 4 Nomads and 1 Titan are automatically added to his army.

A window inform the player, that his hero gets new troops.

*****

Ring of Vaillance: Knowledge +2, gives the ability to cast the Call Reinforcement spell (the hero must have a Magic Book).


Call Reinforcement.

Level: 5
Cost: 25
Type: Adventure
Target: na
Duration: na

Effect: All the troops garrisoned in the town/castle selected by the hero when he casts the spell are transferred to his army.

How it works: First, the player must recruit troops he wants to transfert to the hero in a town/castle (or the troops are already present in the town/castle garrison)(so at max 5 different troops), then the hero casts the Call Reinforcement spell and selects the town/castle (this is done the same way than with the list with the Town Portal spell), and the troops are added to his army (merged if there is same types of troops, in the free slots, if any, in the hero screen slots for creatures, the rest in the extended "inventory" for the creatures if necesssary).

The same sound as when a hero disappears from the map is played when the hero casts the Call Reinforcement spell, or/and a window inform the player, that his hero gets the troops.
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