Vault of ideas(Mods/hacks for Brigandine) Updated 11/26/2015

#30
Hello Alan :D

"But you should know something: currently we have some specific spells shared by some monsters and knights (curse is shared by demon and druid, heal is shared by angel/arch angel/ seraph and unicorn/pegasus), they don't have their own heal/curse spells.
For example, when you make changes for seraph's heal, that means you also make changes for unicorn/pegasus/bishop/etc... heal spell.
So it is impossible if you want increase hex area for only seraph's heal while keep the hex area of the other classes heal spell unchanged"
You think it's okay?

Sorry I didn't know about that. Let's keep the original hex then. ‎  :( ‎ 

"About the Mana, currently we have 2 changeable factors for each attribute: starting number and grow rate.
Starting number is the number you have when you start a new game or summon a new monster. Grow rate is the number that will be increase when you level up your knights/monsters.
So it is okay that you want to increase the mana pool and decrease the mana grow rate for jin/marid/djinni..."


Original Stat Growth:
HP: 8-12
MP: 4-6 (maybe we could change this to ‎  5-6)
STR: 0-1
INT: 1-2
AGI: 1-2

If we count ‎  5-6 mana growth each level.
At:
lv 10 = 200 mana (he can cast 4 times the special of 50 mana)
lv 20= ‎  250~260 mana ( he can cast 5 times the special of 50 mana)
lv 30= ‎  300 ~320 mana ( he can cast 6 times the special of 50 mana)

I guess it's a good balance.



"Actually, I thought that it's not fair for arch demon because she doesn't have any AoE spell, so I changed venom into AoE spell like Geno-thunder. But after tested, I saw it is too imbalance if we can poison multi-enemies by just casting a single spell, so I removed the change. LOL."


it's indeed unfair. Even if we remove the holy word from arch angel, he still have the AoE area heal. If we remove the area heal from arch angel it's pretty unfair too. Damn..
If we could add area poison only with arch demon could be ok, but as you said before, it's impossible change hex for only one monster because they share the same spells with others..
Well I guess It's better at least "unremove" the necro birth to next class satan.

About ‎  increasing ‎  rune cost for monsters:

Example: if some knight had like 180 rune power when you started the campaign and all his initial monsters in his team had 160 rune in total, after the patch maybe this monsters would had a lot more than 180 rune cost in total inside the knight team. Do you think that the game could crash?

In the multiplayer mode this crash could happen too if we increase rune cost for monsters?

If the game crashs, ‎  I guess we could have two ‎  options:
1- ‎  keep the original rune cost for all monster ‎  or
2- delete all initial monsters from every rune knight(in normal mode and in the multiplayer modes) and give 9999 initial mana to all? This way AI go choose their monsters and send lots knights to quest in the beginning of the game. This can be done in the multiplayer too right?


Also there's another problem in the battle Against Bulnoil:

bulnoil don't have any summon and have 0 rune power - ok NP

But his two ‎  knights(Gaheris the Death Warrior and Olwen the Death Sniper) have summons.

Gaheris the Death Warrior has 376 rune power
1 lucifer ‎  120 rune
1 talos 90 rune ‎  (we can still have the talos lv 30, 9999 sumon but rune cost back to original)
1 salamander 115 rune
1 lizard king 50 rune

total 375

Olwen the Death Sniper has 368 rune power
1 lilith 120 rune
1 talos 90 rune (we can still have the talos lv 30, 9999 sumon but rune cost back to original)
1 bahamut 110 rune
1 fairy 45 rune

total 365


So all this monsters should have the same original rune cost, ‎  otherwise game would crash on this battle.
Or maybe don't crash at all ‎ 

Thanks




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Re: Vault of ideas(Mods/hacks for Brigandine) Updated - by duredure - 2015-11-06, 10:59 AM



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