Master's Affliction Mod - questions, remarks

I have problem with a skill call 'flurry':

it is supposed to give me three actions, are those actions condensed? (which means hero is not going to act for 3 turns after using flurry?) It seems to work like that (or at least he looses one turn). Also sometimes i can move 2 tiles sometimes 1 tile after casting it.

Question: i can get sweep ability when i level, but my character has it already, does it mean that i will be able to use it more often?

Idea: think that i am a little bit concerned that techs are really expensive on later stages. There is generally a problem: my cities build building way faster than they can be research, which is a great thing allowing to have an army; on the other hand, very quickly they become choked with population limits, and cannot grow for ages, because to research buildings takes soooo long.

 

Mod is simply great, i have great fun. I love how heroes are now powerful again, yet the sheer amount of enemies makes fights so interesting. Also fielding a big army is no problem. I love that bonuses that were previously meaningless now are meaningful.

I simply love it. Good bye vanilla :)

 

 

3,027 views 5 replies
Reply #1 Top

I am glad you enjoy it. The mod is great in the areas I have perfected but some stuff needs more time. In general the whole city growth balance is not that good. I am working on some changes that address the rampant prestige levels. You just get too much of it, making total food the biggest concern for city leveling. I want growth to do that. This mod's games usually last about 1000+ turns for me. I would like level 5 cities to take much longer so that it means more. I may also add a 6th city level to achieve that, so don't worry about it taking forever to get low level cities.

As to research, I am aiming for players needing to go for tech strategies if they want the later techs. You'll also need allies to trade with. Just having 3 good Conclaves can net you around 50 research per turn. And that is only going to go up if you are prioritizing research techs. The techs need to double in cost every tech tier to prevent players from rushing all those economy techs. To me, each tech tier is a full chapter in the game. Once I have growth under control, this will feel much better. I am certainly aiming to force the player to fill their queues with troops. Trying to turtle your economy means a very difficult tech build. No fortresses, no towns. Just conclaves and meditation. It really pays off though if you are lucky enough to have a safe starting area. I don't allow players to take a balanced city strategy and still try to rush up the economy techs. That is designed to be inefficient.

I will take out the move penalty to Flurry. Heroes already have enough trouble getting to the front of a battle. But yes, it is designed to give you 3 turns now at a cost of your next 3 turns. I find that it is better to use it right away. You see, the game adds your extra turns from initiative in a way that lets most everyone get 2 turns before a large difference is noticed. After that, a hero might get 2 or 3 turns in a row. Using Flurry on your first turn is great if you are stopping a charging army. If you want all 3 attacks, the second turn is the best time to use it. It's a trade off, but killing glass cannons with Flurry can win a battle for your side.

 

You should get 2 sweeps. One for each unlock you have. If this is not the case, let me know and I will make Sweep I and Sweep II.

Reply #2 Top

Ok, thanks for explanation.

It would be nice that those things are put in tool-tips regarding the skill you choose when you are leveling. First time i used flurry my hero almost died :)

Regarding sweeps: i did not choose it yet, i will test it next time i level.

 

Reply #3 Top

And holy cows, you made this cities hard to take, some i am experiencing some real epic fights (on expert, large, 8 opponents).

I have melee hero that is simply blast, but still i need lots of meat, smart moving troops around and he is usually half dead at the end :)

 

Reply #4 Top

Another question if you allow me:

Do wildlands get stirred?

I had a game when suddenly every lair monster started to pour crazy number of deadly armies around turn 80-100 and i had to resolve to re-load at earlier stage. Problem was that i had left one lair with wildlings right in the middle of my cities, and this lair produce 5 of those armies in like 3 turns. I though, i can deal with threat that comes form outside, so i reload a game and kill this lone guy and destroy lair. However, the attack i expected never came. I am neighbor to wildlands but i never ventured there. Can it be that AI stirred it? I also though that when stirred wildlands will just pour out troops, not that every lair becomes somehow connected to it. Any explanation would be nice. 

Reply #5 Top

}:)

 

 

 

Each lair upgrades to a more powerful lair about every 100 turns. Increasing the world difficulty increases how fast lairs will upgrade. I make sure that wildlands do the same thing. I want to make sure any player that is weak by turn 100 or is trying to farm lairs, gets his just dessert.