Just some notes,
development continues,
actually i plan to include a set of "follow up" abiities, that require an ability as a requirement
they have OP potencial and are useful, but they also will make you feel miserable because you dont have enough ability points.
also more choices means more opportunity to waste gold on useless things, and lose the game due to that. so buying good stuff too early without having the basic strengh to use it properly will lead to defeat![Smile :)]()
so this is the actaul list of changes with comments
------------------------
- for less clutter all enemy minor-creeps got rid of their "additional weapons" (e.g. arcane weapon like "dark aura")
(comment: its annoying having useless weapons cluttered over all minor units, they were included in SX inearly days to cope for having only few units with arcane weapons, but its no longer needed. if you manage to become "invulnerable" against certain enemies, so mote it be.
------------------------
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
(comment: since mana is the big problem solver, it may be bad if you could have potencially unlimited mana, and move around the whole map in one turn, so there will be a moment you will hit a wall, and after that it will be very hard to increase mana anymore by spending gold, and after that ITEMS will be the only possibility to increase max_man or mana_rate. so in late game, when shop is running olut of strikes, out of armor etc, also mana increase will come to a stop, making end game a bit more interesting. also lore-wise its ok, and will explain why all the powerful evil mages are mad at getting stronger artifacts and items))
------------------------
- spirit link cost increased by 60%
(comment: felt like we should add a bit challenge for those pesky warriors that dont plan ahead, also its fair that non-mages pay more for teleport)
------------------------
- lightfoot only gives +1 move after kill (formerly +2)
(comment: lightfoot was completely OP, like a no brainer, so its has to get nerfed a bit, but no worry theres a follow up)
------------------------
- roguemages movespell bonus -15% (formerly -20%)
(comment: also this bonus was bit to strong, also neede to balance it out with new abilities)
------------------------
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
(comment: to make late game more interesting a new bunch of abilities were added, the advanced alchemy enabales damage via mana for non-magical units, as well as buying and carrying yellow pots, which has almost potencial to be OP, BUT it also opens up possibiity to throw some really crazy stuff/challenge at the player. potencial problem solver ability, but expensive)
------------------------
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
(comment: so i heard mercs were OP (maybe also due to a bug that never got fixed ... until now) so why no add even stronger units. with "heroes of the realm" the player can summon their own bosses able to turn the tide of the battle .. maybe. also the base mechanics will allow to set up large scale battle for upcoming SCN)
------------------------
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
(comment: same as heroes. stronger allies for the mage, with elemental damage.)
------------------------
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
(comment: sometimes you just need some more armor-points top become invulnerable. so here they are)
------------------------
- new ability "Swiftfoot", gives +1 killmoves, can be purchased after "lightfoot", reduce movespell cost by 20%
(comment: follow up from lightfoot, gives another killmove and make movement easier. )
------------------------
- new ability "divine health", can be purchased after "magic healing"
(comment: you want to waste ability points on healing? no problem with that. divine healing allows to stack up HP on top of you maximum HP. also grants +20% bonus on healing magic.)
------------------------
BUGFIX:
--------------
- non-leader units can now REALLY collect non-unit-modifying ITEMS (like coins)
(comment: oh my god. this really slipped again and again through my fingers. it should have been included ages ago. now i found the one, precious thing that stopped it from working)
------------------------
- fixed bug that could heal mercs even if they wont stand on a shop (and thus have unlimited heal)
(comment: another oh-my-god bug. it enabled heroes to get healed even when not standing on shop, but i next version this is fixed)
------------------------
- new GFX for mercs
(comment: needed because the old sprites are used for heroes
)
------------------------
development continues,
actually i plan to include a set of "follow up" abiities, that require an ability as a requirement
they have OP potencial and are useful, but they also will make you feel miserable because you dont have enough ability points.
also more choices means more opportunity to waste gold on useless things, and lose the game due to that. so buying good stuff too early without having the basic strengh to use it properly will lead to defeat

so this is the actaul list of changes with comments
------------------------
- for less clutter all enemy minor-creeps got rid of their "additional weapons" (e.g. arcane weapon like "dark aura")
(comment: its annoying having useless weapons cluttered over all minor units, they were included in SX inearly days to cope for having only few units with arcane weapons, but its no longer needed. if you manage to become "invulnerable" against certain enemies, so mote it be.
------------------------
- max_mana/mana_rate build up will decline over time coming to a complete stop sooner or later
this means a) fast hero build up is always better b) there will be a limit for max_mana c) after reaching the limit only items can increase max_mana
(comment: since mana is the big problem solver, it may be bad if you could have potencially unlimited mana, and move around the whole map in one turn, so there will be a moment you will hit a wall, and after that it will be very hard to increase mana anymore by spending gold, and after that ITEMS will be the only possibility to increase max_man or mana_rate. so in late game, when shop is running olut of strikes, out of armor etc, also mana increase will come to a stop, making end game a bit more interesting. also lore-wise its ok, and will explain why all the powerful evil mages are mad at getting stronger artifacts and items))
------------------------
- spirit link cost increased by 60%
(comment: felt like we should add a bit challenge for those pesky warriors that dont plan ahead, also its fair that non-mages pay more for teleport)
------------------------
- lightfoot only gives +1 move after kill (formerly +2)
(comment: lightfoot was completely OP, like a no brainer, so its has to get nerfed a bit, but no worry theres a follow up)
------------------------
- roguemages movespell bonus -15% (formerly -20%)
(comment: also this bonus was bit to strong, also neede to balance it out with new abilities)
------------------------
- new ability "advanced alchemy", allows to carry and buy yellow potions and to craft bombs in shop, can be purchased after "alchemy"
(comment: to make late game more interesting a new bunch of abilities were added, the advanced alchemy enabales damage via mana for non-magical units, as well as buying and carrying yellow pots, which has almost potencial to be OP, BUT it also opens up possibiity to throw some really crazy stuff/challenge at the player. potencial problem solver ability, but expensive)
------------------------
- new ability "Heroes of the Realm", allows to summon heroes, can be purchased after "call to arms"
(comment: so i heard mercs were OP (maybe also due to a bug that never got fixed ... until now) so why no add even stronger units. with "heroes of the realm" the player can summon their own bosses able to turn the tide of the battle .. maybe. also the base mechanics will allow to set up large scale battle for upcoming SCN)
------------------------
- new ability "Summon Greater Demon", allows to summon greater demons, can be purchased after "summon demon"
(comment: same as heroes. stronger allies for the mage, with elemental damage.)
------------------------
- new ability "Heavy Armor", gives +3 Armor Slots, can be purchased after "dauntless" or "steadfast"
(comment: sometimes you just need some more armor-points top become invulnerable. so here they are)
------------------------
- new ability "Swiftfoot", gives +1 killmoves, can be purchased after "lightfoot", reduce movespell cost by 20%
(comment: follow up from lightfoot, gives another killmove and make movement easier. )
------------------------
- new ability "divine health", can be purchased after "magic healing"
(comment: you want to waste ability points on healing? no problem with that. divine healing allows to stack up HP on top of you maximum HP. also grants +20% bonus on healing magic.)
------------------------
BUGFIX:
--------------
- non-leader units can now REALLY collect non-unit-modifying ITEMS (like coins)
(comment: oh my god. this really slipped again and again through my fingers. it should have been included ages ago. now i found the one, precious thing that stopped it from working)
------------------------
- fixed bug that could heal mercs even if they wont stand on a shop (and thus have unlimited heal)
(comment: another oh-my-god bug. it enabled heroes to get healed even when not standing on shop, but i next version this is fixed)
------------------------
- new GFX for mercs
(comment: needed because the old sprites are used for heroes

------------------------
Statistics: Posted by Mabuse — Yesterday, 7:13 pm