Cursed Fortitude

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Savra
Posts: 3870
Joined: Wed Aug 01, 2018 6:21 pm

Cursed Fortitude

Post by Savra » Sun Oct 13, 2019 9:50 pm

Cursed fortitude:
Does the same thing as masonry tech.

Might give it an added effect were when the structure is destroyed it spawns a vengeful ghost that would have low stats and vanishing but would have read weapon but that could be another upgrade called haunted structures.

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makazuwr32
Posts: 4396
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Cursed Fortitude

Post by makazuwr32 » Sun Oct 13, 2019 10:32 pm

First thing first: we are going to update all buildings and before that no techs for buildings to any race.
All buildings are going to get quite major buff to their stats (for example factories will have unified 100/110/120 hp; also we are going to remove bonus against mega buildings but they will be not so healthy as normal fortifications).

Second: we are going to reduce hp given from masonry techs down fo +15% per level (humans will have 2 leveks, dwarves will have 3).

Third: i think this is bad idea to give every race masonry-like tech. Maybe some sort of rotten aura will fit better.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
Posts: 3870
Joined: Wed Aug 01, 2018 6:21 pm

Re: Cursed Fortitude

Post by Savra » Mon Oct 14, 2019 12:31 am

Ok, good to know since I didn't know that before.

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