Advantage of Sword of the Sovereign
See title. What is the advantage over, say, a broadsword??
See title. What is the advantage over, say, a broadsword??
SoS is +1 isn't it?
It has 11. I could have sworn the broadsword has 15. And it has nothing on the longsword anyway, with 17. It should have something special that makes me want to use it, like "this sword ignores all armor when dealing damage" or something. Come on, it was made for ME as the sole sword for the sovereign!
It has been 11 for a long, long time. Broadswords use to be 10, so this was an 11, as it was +1, then broadswords were 5, and it was left at 11 making it really good, and now it's still an 11, and it sucks. Kind of funny really, its just been overlooked a lot.
I think the "real" advantage of the SotS is that it's a decently powerful weapon (or was) that you could get pretty early in the game if you get enough Midnight Stones early enough in the game. I got lucky a few games and have had the sword before turn 10. Usually that's well before you can make it and a good while before you can buy it too. I usually play as a magic heavy Sov so not having any mêlée skills going from a mêlée attack 0 or 2 or 3 to attack 11 before turn 10 is pretty good.
That would be pretty cool. Perhaps when we can make magical items in game we'll be able to make things that will level with our Champions or Sovereigns. You've also got me wondering just how hard something like that would be to mod in.
Hmm...
Here are some ideas, mostly drawn from the new King's Bounty games (and one from Battle for Wesnoth):
http://sourceforge.net/projects/fheroes2/forums/forum/335991/topic/3948917
Talent Trees: http://sourceforge.net/tracker/?func=detail&aid=3112477&group_id=96859&atid=616180
Scripting ability for multiplayer maps/campaigns: http://sourceforge.net/tracker/?func=detail&aid=3112479&group_id=96859&atid=616180
Initiative being separate to speed (not all of this one are relevant to Elemental): http://sourceforge.net/tracker/?func=detail&aid=3117491&group_id=96859&atid=616180
Buyable Locations to protect Castles: http://sourceforge.net/tracker/?func=detail&aid=3112461&group_id=96859&atid=616180
Neutral Locations in Non-Castle Battles http://sourceforge.net/tracker/?func=detail&aid=3112455&group_id=96859&atid=616180
Not all of them are totally relevant to Elemental, or even to H2, but it could be cool for battles <inside> artifacts, or artifacts that have morale that could change based on certain priorities of that artifact (and a fight required if you want to use the artifact's abilities again if morale falls to 0). Also "many more special abilities with charges per battle/reload times to make different troop types much more interesting", and "having treasure either you or the enemy can pick up in the battle screen (if they pick it up, you don't get it)"
, different sized and shaped battlefields, and more.
And of course dungeons to visit, custom quests with big bosses with special attacks and special rewards for defeating them. ![]()
What do you think?
Best regards,
Steven.
Lots of good stuff there, Steven, but part of the logic is missing on the battlefield treasure chest - after all, if the enemy picks it up, and you kill him afterwards, wouldn't you end up with the contents anyway? It could work with temporary power-ups you could pick up, but.. while 'magical' that doesn't seem to fit with elemental much.
(Currently weapons and armor aren't currently picked up when you win the battle, but I guess treasure would be though.)
A lot of good stuff there apart from that one. Of course not every idea is relevant and likely to be implemented. ![]()
Best regards,
Steven.
I agree in the case of battlefield chests that they don't really fit Elemental that much. ![]()
Best regards,
Steven.
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