Thallasmourne

 
Tavern Dweller
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posted April 14, 2025 03:51 PM |
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Grails ideas:
1) Castle
Grail gives constant +3 morale to all player's units unstead of +2. Moreover, player's morale can't go lower than +1 no matter what.
Why: This change is aimed to make such a hard thing to get (Grail) viable enough to at least consider its installation in Castle in comparison to just finding Pendant of Courage.
2) Rampart
Same as Castle, but it's a Luck bonus instead of Morale.
Why: same reason as stated in Castle.
3) Tower
Let it keep its "map hack" but instead of very situational Knowledge Siege bonus, make it so that if the Grail is installed in Tower, every hero visiting a Mages Guild is offered to buy an "upgraded" Spell Book which makes all spells cheaper (let the devs decide actual mana discount). BUT there is only ONE special Spell Book available, so player should choose a recipient wisely.
4) Dungeon
Option 1: If the Grail is installed in Dungeon, every hero visiting a Mages Guild is offered to buy an "upgraded" Spell Book which makes all spells ignore any kind of magic immunity.
Option 2: "upgraded" Spell Book allows random uncontrollable double casts from a strict list of minor spells (for balance sake). All uncontrollable casts are mana-free.
For example: A hero chooses to cast an Implosion on enemy unit, then automatically and uncontrollably casts Bless on their random ally unit or Weakness on random enemy unit.
In any of these 2 options there is only ONE special Spell Book available, so player should choose a recipient wisely.
5) Stronghold
The Grail offers a bonus which allows to boost your Offense and Archery skills beyond normal restrictions (basically works like Soul Prison). Let the devs decide how strong that bonus should be (from +5% to 10% or more).
6) Fortress
Same as Stronghold, but with Armorer and Interference instead of Offense and Archery. Let the devs decide how strong that bonus should be (from +5% to 10% or more).
Why: Changes of these towns' grails are aimed to replace insanely situational Siege bonuses, which are outdated from my humble point of view, while a half of other towns get much more flexible bonuses.
7) Inferno
Grail boosts demonology allowing Pit Lords to raise demons from enemy corpses too. Let the devs decide if any necessary balance tweaks are needed in this case. I believe demon raising from enemy corpses should be x1.5-x2 weaker than normal demon farming formula.
Why: From my humble point of view, original Grail tried to boost demonology too, though it was designed for quite long game sessions to accumulate its effect. My variant is a speed-up option.
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