Another thing that we require, @Stratego (dev), is levelable via researches abilities/spells.
So after you researched some tech it just changes stats of spell (damage, buff/debuff gain, power and length of buff/debuff, area effect, cooldown, range...) without changing ability or giving more abilities.
For example for blade dancer i and alex want levelable whirl attack ability that will automatically increase damage it deals after tou research fencing mastery tech by +1 damage per each level. From 4 damage to surroundings up to 7 damage to surroundings.
For now only way to implement this is to give blade dancer 3 more similar abilities with different damage values which would be locked and unlockable after researching fencing mastery techs.
Levelable spells/abilities
- makazuwr32
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Levelable spells/abilities
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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- Site Admin
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Re: Levelable spells/abilities
possible
also there is another workaround:
making a lv1 dancer unit, and an upgrade a lv2 dancer and so on.
and lv2 has different ability that is stronger
also there is another workaround:
making a lv1 dancer unit, and an upgrade a lv2 dancer and so on.
and lv2 has different ability that is stronger
- makazuwr32
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- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Levelable spells/abilities
For blade dancer variant alright. But what about for example dwarf warrior unit (basic one)?
He is intended to have 2 more tiers at base, runes and ability to throw axe that must be affected by melee weapons upgrades + by tiers. So if follow this logic as you suggest for blade dancer than for each possible combination of 1-4 melee weapon upgrades and 1-3 tiers we need different unit with different ability.
In total 12 units:
Tier 1 lvl 1, lvl 2, lvl 3, lvl 4
Tier 2 lvl 1, lvl 2, lvl 3, lvl 4
Tier 3 lvl 1, lvl 2, lvl 3, lvl 4
So it is better to actually implement this.
He is intended to have 2 more tiers at base, runes and ability to throw axe that must be affected by melee weapons upgrades + by tiers. So if follow this logic as you suggest for blade dancer than for each possible combination of 1-4 melee weapon upgrades and 1-3 tiers we need different unit with different ability.
In total 12 units:
Tier 1 lvl 1, lvl 2, lvl 3, lvl 4
Tier 2 lvl 1, lvl 2, lvl 3, lvl 4
Tier 3 lvl 1, lvl 2, lvl 3, lvl 4
So it is better to actually implement this.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Levelable spells/abilities
sure, i mentioned only as workaround for sword dancer.
it needs implementation if we want to make such things.
it needs implementation if we want to make such things.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Levelable spells/abilities
It is definitely needed
We might, at least, make abilities influenced from existing statts (e.g. a skill that use an equations that has a unit's power inside of it)
We might, at least, make abilities influenced from existing statts (e.g. a skill that use an equations that has a unit's power inside of it)
Age of Fantasy design leader