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Author Topic: Wands Race: Magic in Forenia [Core Thread] [EvictedSaint's Run]  (Read 44576 times)

Iituem

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #45 on: March 24, 2017, 08:57:12 am »

Have addressed balance issues in the Arstotzkan thread.  Reviewed the initial setup, and there were some spells I should have balanced correctly but didn't.  I've fixed them accordingly.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Taricus

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #46 on: March 24, 2017, 08:57:56 am »

Are we able to see the balance changes at all Iituem?
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

NUKE9.13

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #47 on: March 24, 2017, 09:03:42 am »

Also, something annoying I found is that if we roll a 1, we get a design we can't even deploy. You get designs that are harmfull to your own forces, but can be deployed.
If you're referring to what I think you're referring to, we actually had a +1 bonus to those rolls, on account of it being a very simple spell. So the end results were 2s.

But if the GM says there were balance issues, I believe it. That sucks. Hopefully they can be addressed.
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Long Live United Forenia!

Iituem

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #48 on: March 24, 2017, 09:06:07 am »

Sure.  The main adjustment is to the Web spell, which was conferring a major bonus to Rout that never got used because of weaknesses in the earlier phases.  I've halved the bonus and applied it to both Rout and Skirmish, which is more along the original intent of the spell.  The other adjustment is to the primary fireball spell (the major version, not the minor variant cast by apprentices) to adjust its damage output to be more in line with the bonuses from Heroism.  It is now terribly powerful on the attack and in the melee phase in particular, whereas Heroism is more balanced.  The overall bonuses from both spells now line up, except that whilst Heroism provides a moderate bonus to two phases on attack and defence, Fireball now provides a soft bonus to skirmish attack, a soft bonus to melee defence and a devastating bonus to melee attack, which is in line with what I envisioned for the spell.

Edit:  I have also rebalanced the standard fireball along the same lines; more offensive power, not so good on defence.

Troops were balanced at game start and I don't think they need rebalancing, but I did the spells in a hurry.
« Last Edit: March 24, 2017, 09:09:35 am by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Taricus

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #49 on: March 24, 2017, 09:07:21 am »

So basically Arstotzka is still buggered on the plains. :P
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

10ebbor10

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #50 on: March 24, 2017, 09:08:37 am »

If you're referring to what I think you're referring to, we actually had a +1 bonus to those rolls, on account of it being a very simple spell. So the end results were 2s.
I don't think I'm referring to that. Pretty sure I'm not.

I was referring to the lost turn you supposedly had in the early game and which we didn't even notice. I'm going of a vague second hand description, so it could be off base completely.

So basically Arstotzka is still buggered on the plains. :P

Yeah, but a bit less than we were.

Speaking of plains, do we get to know that the Plain resource bonus is?
« Last Edit: March 24, 2017, 09:10:30 am by 10ebbor10 »
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Taricus

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #51 on: March 24, 2017, 09:12:38 am »

Probably bonuses relating to agriculture or livestock? I dunno.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Iituem

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #52 on: March 24, 2017, 09:17:35 am »

If Moskurg can hold the plains, they will receive extra resupply and a reduction in expense for items or effects that rely on manpower in some way, due to the plentiful population on the plains.  I may change that if it's too weak or too powerful, but the other options were too overpowered or nonsensical (research bonuses due to libraries were flat out overpowered, cavalry bonuses would probably help Moskurg too much versus if Arstotzka took the plains, double resupply was OP as well).

Similarly, whoever can hold the jungle will gain resupply and a reduction in expense for items made of wood.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

10ebbor10

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #53 on: March 24, 2017, 09:25:32 am »

On a side note, if you want something to laugh at, a grand total of 5 our of 8 of our actions had no effect on the battlefield whatsoever.

These were designs or revisions that didn't do anything, couldn't be deployed or something like that.
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Taricus

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #54 on: March 24, 2017, 09:28:11 am »

Due to expense or impracticality?

Also the plains don't provide more horses? NOOOOOOOOOOOOOOOOOOOO!
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

evictedSaint

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #55 on: March 24, 2017, 09:29:50 am »

I agree, horses would have been lovely.  Not sure what we can do with the "human" supply factor, considering they dont provide a bonus to unit replenishment.

Maybe...like....a golem that runs on babies?  Idk

10ebbor10

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #56 on: March 24, 2017, 09:35:27 am »

I agree, horses would have been lovely.  Not sure what we can do with the "human" supply factor, considering they dont provide a bonus to unit replenishment.

You can "research" doctrines. For example, you could research the Judean's People's front tactics. If this is a expensive doctrine, only perhaps a quarter of your forces can murder themselves.

But thanks to the plain bonus, it becomes cheap, allowing all of your forces to join in the self-slaughter.

Due to expense or impracticality?

What you got just now is all the free intel you're going to get from me.

Edit : On a side note, Iituem, could you put an enter between the two links to the respective nation's threads. Helps prevent misclicks.

« Last Edit: March 24, 2017, 09:48:06 am by 10ebbor10 »
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Taricus

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #57 on: March 24, 2017, 09:49:23 am »

Nice try we aren't going to stab ourselves. Bloody Arstotzkan :P
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

evictedSaint

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #58 on: March 24, 2017, 11:47:14 am »

@Iituem:  how has Forenia changed in the five years magic has existed?

10ebbor10

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Re: Wands Race: Magic in Forenia [Core Thread]
« Reply #59 on: March 24, 2017, 11:49:23 am »

Nice try we aren't going to stab ourselves. Bloody Arstotzkan :P

The Judean People's Front was a well respected organisation. I would not dismiss their tactical acumen so quickly.
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