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| Total Votes : 6 |
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| | [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills | |
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+6Thorjac Orzie Pitsu robizeratul Darmani Unknown_Hero 10 posters | |
Author | Message |
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Darmani Master Modder
Messages : 288 Quality Points : 47 Registration Date : 2014-12-27
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-08-19, 07:42 | |
| - Steven Aus wrote:
- Is it possible to have perks in Ironfist?
Yep. We're planning a bunch of these for the Cyborg hero. The ability of the "Mystery Hero" in the Last Stand map (see the trailer) can also be seen as a perk. | |
| | | Baronus Nomad
Messages : 64 Quality Points : 1 Registration Date : 2016-06-12
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-08-20, 06:11 | |
| Implementation HIII and HIV skills will be good. Its only 14 skills in game but if you remove weak really is about 10... | |
| | | Unknown_Hero Mage
Messages : 778 Quality Points : 78 Registration Date : 2015-09-06
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-08-24, 06:32 | |
| There will be 30 skills to choose from when all the new skills will be implemented, and it will bring a lot of diversity and possibilities in the development of the heroes. I think it's enough, maybe one or two other skills but more is not a necessity. | |
| | | Steven Aus Elf
Messages : 108 Quality Points : 38 Registration Date : 2015-07-21 Age : 43
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-08-24, 08:46 | |
| Is this going to be part of the Ironfist mod, or part of the Unknown Mod specifically? | |
| | | Unknown_Hero Mage
Messages : 778 Quality Points : 78 Registration Date : 2015-09-06
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-08-25, 01:32 | |
| - Steven Aus wrote:
- Is this going to be part of the Ironfist mod, or part of the Unknown Mod specifically?
Project Ironfist is primarily a modding tool, so, once the possibility to change/add new secondary skills will be implemented, the skills can be used in different mods, in one form or another, depending the "vision" of the modder for his mod. So, I will say, they will be available in the Unknown Mod, and you will possibly see them, in a modified way or not, in an Ironfist mod if the modder envisages to use them. | |
| | | GodRage Webmaster
Messages : 1042 Quality Points : 228 Registration Date : 2009-09-21 Location : France
| Subject: Re: [Unknown Mod] Changes to the Secondary Skills, and new Secondary Skills 2016-09-06, 04:48 | |
| - Pitsu wrote:
- Mysticism:
I think HoMM5 got it pretty good. Again the mana regeneration should be proportional with the knowledge skill. none: +1+0*knowledge sp/day basic: +1+1*knowledge sp/day advanced: +1+2*knowledge sp/day expert: +1+3*knowledge sp/day
With knowledge 1 you regenerate 1, 2, 3 or 4 sp/day, with knowledge 10 you regenerate 1, 11, 21 or 31 sp/day.
I would have add the Morale in the math. In the way that a depressed hero won't recover mana point easily. | |
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