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Posts from RTF is a global modification that replaces all towns in the game.
well, they started exterminating them with their own creations.
well, then we should worship not the Leviathans, but those who defeated them, simply because they are stronger....
I don't think we should come up with something too epic for our sea demon, because the dwarves are building golems equal to them in power, other dwarves are making titans, and the undead have lich-gigachads, and in the future there will be even more of them
for now, I stick to the idea that tentacled titans are either something like dragons - monsters living in isolation far from each other, or they are like angels - servants of some god, and most of the time they spend in an ethereal form, materializing only to give enemies of the faith a beating.
Overall, the work is progressing well). But I'm spending a lot of time searching for a plate for the belt and can't find anything, which is making me incredibly frustrated. I'm going through the models I already have again and again, and getting even more annoyed. It's driving me crazy.
found the third axe-shoulderpad set, the minimum program has been completed.
Now I need to think about additional enhancements, how to change the heads, what to do with the right hand, and what abilities can be linked to it.
I actually had the idea to create a sea monster and place it in a sunken Temple, but I don't want to take up an ID.
Actually, I have a concept regarding the gods.
I once read about the gods of ancient Greece (I don't know if it was a historical article or a journalistic fan fiction). There was a system like this: Zeus and his company are the last generation of gods, and they are quite pleasant guys - gods of thunder, art, defensive war, aggressive war, dreams, wine, etc., but the first ones were chthonic gods of darkness and emptiness.
So, I think that in my fantasy world, the gods could be replaced by conditional generations. They don't die, but rather lose their strength and ability to maintain themselves in material form, splitting into new gods (let's say a dryad could be such a microscopic fragment of a god of nature). None of the gods want to disappear, so some group of cunning bastards created mortal races that do not degrade with generations, or even restore the strength of their patrons. Perhaps the god-father of humans is reborn as a god of war or death....
When the young gods created humans, dwarves, and possibly elves, the old ones also decided to create their own mortal creatures - these are, for example, beastmen, dragons, sea giants, nagas, etc. The strength and mental abilities of the creatures depend on the generation of the god who created them. For example, dragons were created by a very ancient god, and they inherited enough strength to create their own race of draconid servants, but at the same time, the character of dragons is flat - they are evil and greedy. But beastmen were created not even by the gods of all animals, but by the younger gods responsible for specific animals, so their thinking is more flexible, but they also have less strength. I don't know who created humans and others.
Sea giants most likely belong to the children of the god of tides. They, like dragons, are unique creatures - they created their own school of magic for cultists and learned to transform the souls of mortals into magic, and they may also be responsible for the magical plague (this is not a disease, but invisible magical parasites that explode from the casting of a spell). Because of the "plague," cultists and dwarves created their own magic, but other peoples learned to repel the parasites with special amulets. The hero's ability "Mana Burst" is based on disrupting the operation of amulets
I need to try translating "дьявольская цепь" (devil's chain) or "адская волна" (hell wave) into the "Clichés" section. The "Clichés" are located on the page with abilities; it's unclear whether this is just a temporary solution or if "Clichés" are actually abilities.
I need to try translating "Devil's Chain" or "Hell Wave" into the in-game terms. These terms are located on the page with abilities, it's unclear if this is just a temporary solution or if these terms are actually abilities.
Technically, for the .Exe file, all abilities are spells. There are about 400 of them (a little more).
Technically, for the .Exe file, all abilities are spells =) there are about 400 of them (a little more).
Technically, it's like that, but in reality, abilities that are assigned to magic schools stop working
Added after 3 hours and 6 minutes I tried to turn summoning the Avatar of Death into a call (it doesn't work((((( you can learn it, but you can't summon it, I won't experiment anymore because anything will be worse, summoning the Avatar of God in a city of religious fanatics.
Technically, it's supposed to work that way, but in reality, the abilities defined in the schools of magic stop working.
Added 3 hours and 6 minutes ago I tried to turn summoning the Avatar of Death into a spell (it doesn't work). You can learn it, but you can't cast it. I won't experiment further because anything else will be worse; summoning the Avatar of a god in a city of religious fanatics.
If I had joined the conversation a bit earlier, I could have saved you some time. I already had a discussion about experimenting with magic and abilities in my own thread.
I can suggest that you don't abandon the idea, and here's how. 1) You can, like me, simply add a hero to the Faction with a similar special ability and edit it. Let him be some kind of "cult leader" or something like that. 2) Another option is to give the Avatar to all the heroes of the Faction, similar to how all Necromancers have Raise Dead from the start. It would be a kind of "core mechanic." But then you should also adjust the balance. *) If anything, the special ability for the Avatar is, in essence, not very useful. And nothing prevents you from adding it to the spellbook for all the necessary heroes, even without changing the special ability. If necessary, you can only add a description to their specialization about the possibility of invoking an ancient god. *) Again, the Avatar has a number of interesting mechanics, for example, that upon death, it burns all the hero's mana or cannot be summoned for several days (as if it is regaining its strength). In my case, for example, the hero spends all his remaining mana to ensure the evacuation of his creation from the battlefield, and then his mega-golem is simply repaired for a couple of days.
Added 4 minutes ago By the way, what would be invaluable for the Avatar is the ability to define several forms for different levels. Something like an evolution as it gets stronger... but unfortunately, this is not provided. :(
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
fktifzobr@mail.ru
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well, my ability glitched – I have no health or damage, and spells don’t work. It’s true that I don’t have any mana right now, but I ran a test with full mana, although it might just be that you can’t set a mana cost.
Well, my ability glitched – it has no health or damage, and the spell doesn't work. It's true that I don't have any mana right now, but I ran a test with full mana, although it might just be that you can't set a mana cost.
How is it currently defined as an ability? Or how?
«Кто хочет, тот ищет возможности, кто не хочет — ищет причины»
fktifzobr@mail.ru
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Okay, I understand. I added it to the hero's skills – it didn't work, but you can learn it in the town, and then I removed the changes – it started working. Basically, it's a glitch; you need to create a hero with a special ability.
It works for me. -- -- *When converting Abilities into Spells/Summons or vice versa, the Ability/Spell stops working. This applies to all variations, not just the Avatar. I can't report whether it's possible to fix this with the community's help because I don't know how it's implemented from a mechanics and engine perspective.