Saturday, March 28, 2015

Sextodeath Updates Continued

( It seems the old thread has reached a comment limit or something ( new comments not appearing) So this will be the new thread for Sextodeath Updates.)

Original post—
 http://mattthadenforpoetlaureat.blogspot.com/2014/06/pen-and-paper-style-strategy-game.html
_____
Updates continued…
Tunnel- Tunnel is a construction that can be built for one unit of labor per tile of tunnel. A tunnel functions with a terrain roll of one and can have a road built through it. A tunnel can go under structures. 

Tunnels exist on tunnel levels. T1 for the first one. Tunnels can be built under tunnels, this would be level T2. A T2 tunnel can only connect to a T1 tunnel, not to the open map, and so forth.
Saboteur - A saboteur is a unit that cost 1 resource, and can be used to hinder the production of a creature den, item creation stand, or apothecary. A saboteur can cast Sabotage, which is a channeled spell, and must be cast from within the building. Saboteurs inside of buildings are invisible to all other units besides other saboteurs. Saboteurs can enter any building and stack on top of each other. Each saboteur channeling sabotage will decrease the amount of creatures, items, consumables created by the building by one per week.  Only another saboteur can kill a saboteurs that is occupying a building,  the saboteur sacrifices itself when doing this, and both saboteurs die. On the map, a saboteur appears to be a worker, to all other players and units, and can change what color it appears as at will. A  saboteur has movement like a worker. A saboteur cannot carry items, but it can carry currency. For each unit of currency an active saboteur carries while it channels sabotage, it decreases the production of that building by 4 per week. The saboteur drops any currency it holds on death, and the currency appears on the map like any other item. A saboteur can also sabotage a building that is being constructed, subtracting 1 labor from the total that is applied to the building per turn, with an additional 4 labor being subtracted for each piece of currency the saboteur carries. Given a saboteur is within sight of the player whose color it shows, the saboteur will provide sight to the player as if it were it’s own unit. A saboteur has one unit of labor that can only be used to create tunnels. A saboteur can disguise the entrance to a tunnel to make it appear as a normal unit of terrain, however the entrance can be discovered if a unit passes directly on top of the tunnel.
A saboteur can be created from a worker creation stand or a castle.

Spyglass- An item that provides a bonus to the visibility radius. One tile is added to the radius for every 16 resources in the item. A spyglass does not provide stats. A spyglass can be created at an item creation stands. A spyglass does not provide vision over terrain that ends visibility. The terrain must be visible by the standard means, the spyglass simply extends the distance of the visibility range.


Tower Mode - Buildings can be built on top of each other so long as the building on the higher level has an equal or lesser number of resources invested in it than the building below it. Workers must be on the roof of the building to begin construction of a new building on top of it, and must be on the same level of the new building, inside or outside for continue to labor on it. Small 1x1 buildings can still be built inside of buildings. Unit overflow still goes into the basement levels of the building. When attacking a building, the Health points are summed together, while the stats between the buildings, including the items in a vault, are averaged.


Items that are in the vault of a destroyed building can be pillaged from the ruins.


As of now, it looks like keeping creature spawns and item stands, etc, at lower levels to maximize unit production and then utilize many items seems more advantageous. Here are some options

Flat Creature Spawn Rate- Creatures from dens spawn at a flat rate of 8 per week regardless of the level of the den.


Flat Item Spawn Rate- Items from creation stands spawn at a flat rate of 8 per week regardless of the level of the den.


Flat Consumable Spawn Rate- Consumables from apothecaries spawn at a flat rate of 8 per week regardless of the level of the den.

Item Carry Limit -  A creature can only carry 8 items and 8 consumables.

Of course one can change the numbers as they see fit.

673 comments:

  1. Maybe a new revision if i'm not too lazy to compile all of this wonderfulness.

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  2. Dispersion- (Ability)- A unit can split the resources it is composed of into multiple groups and become multiple units, the amount of HP the new units have is the same percentage as the original unit had when casting dispersion with items included. An individual can choose which items are carried by which of the new units. A unit created by dispersion will have one hp if the number of HP is has after the calculation is completed is less than one. Dispersion costs the same number of ability or magic points as the number of resources the unit is composed of.

    Fusion - (Ability)- Two or more units can fuse together to create one unit with the number of resources composing the new unit being the sum of the resources of the units that fused together. A unit created by fusion has the same % HP as the average of the units that fused together. The items carried by the units that successfully fused are now all carried by the new unit. If there is a carry limit enforced and the unit is above the carry limit the unit can choose which items to keep and which to drop. The fusion ability costs the same number of ability or magic points as the total number of resources of the units composing the units that are fusing together, and the ability and magic points can be contributed by any member of the fusion.

    Power Fusion- (option)- Units created by fusion can be above the resource limit for the composition of a unit.

    Shiva Fusion- (option) - Units created by fusion have an item and consumable carry limit of XY where X is the number of units composing the fusion and Y is the carry limit.

    Rot- (Ability) - A unit can choose to rot, dealing X of it’s basic attack damage within an area that is half the range of it’s basic attack, with a range of one unit in any direction given the half of the range of the unit’s attack is less than one. (E.g.) A rotting unit with a range of one will damage any unit in a 3x3 tile area around the unit with the unit at the center. X is determined by (A / B) where A is the number of ability or magic points composing the spell, and B is the total number of resources of the unit. The amount of time, T, that rot lasts for is determined by (%HP100 / L) where %HP100 is the percentage of HP a unit has times 100, and L is the total number of resources composing the unit. A unit will take (100 / L)% of it’s max HP as damage per turn by using rot where L is the same as defined before, and this is a % of the unit’s max HP. (E.g.) A unit composed of two resources would take 50% of it’s max HP as damage (100/2) per turn by using rot. Rot can kill the unit it is cast on. A unit casting rot can choose to cancel rot at the beginning of a turn. A unit that is rotting cannot use consumable items, and cannot be healed. A unit using rot still benefits from the passive effects of items and buffs. There is no friendly fire from rot.

    (Option)- the Rot ability has friendly fire and will damage any unit within it’s damage area.

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  3. Vampiric Attacks- (Ability)- A unit can make it’s attacks vampiric at a rate of (Y/A) of damage delt, where (Y/A) is a percent, Y is the number of resources composing the vampiric buff, and A is the number of resources composing the ability that the vampiric effect is empowering. A vampiric buff alone will only apply to basic attacks, and the number of resources composing the unit are used for the variable A. For it to apply to an ability, the vampiric buff must be cast prior to casting the ability. A vampiric buff lasts for one turn.


    Phantom- (Ability) - A unit can create a phantom of it’s self with (A/L) % of the strength of the original unit, where A is the number of resources composing the ability and L is the number of resources composing the unit. All statistical gains correlate with the (A/L) % and the ratios between the stats composing the unit remains the same. Items do not effect the (A/L) %. Benefits from items are 1:1 on the phantom, and the phantom carries phantom copies of the items that cannot be dropped, except by killing the phantom. The phantom cannot use consumables, but consumables can be cast upon it. Where (A/L) = S, the length of time that a phantom lasts for is S/P, where P is the % of the original HP the caster of the phantom has. The caster of the phantom ability can change P at will. A unit can only summon one phantom at a time. The phantom items last as long as the phantom does, and continue to exist once the phantom is dead, but once the phantom dies, the strength of the items is determined by P x S, rather than being a 1:1 ratio of benefit the phantom’s items originally benefitted. Consumables are transferred to the phantom, becoming phantom consumables and are dropped by the phantom when it dies. The phantom consumables of the phantom are however effected by P x S from the beginning of it’s existence and last as long as the phantom’s items do. Any unit can pick up and use the phantom’s items once dropped.

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  4. Hunger Mode Options
    (Hunger Option 1)- When a unit dies, it leaves a corpse that can be consumed to satisfy hunger.

    (Hunger Option 2)- A Food Stand can be created that creates food at the same rate as an apothecary creates consumables. Food can be composed of up to 64 resources and the resources composing the food can be consumed individually.

    (Hunger Option 3)- Units can carry items.

    (Hunger Option 4)- There is a food carry limit of X (e.g 16 pieces of food)

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  5. Call To Arms- A laborer has the ability to answer a call to arms, this converts the laborer into a unit composed of the resource it is composed of. It gains all abilities of a unit including the ability to carry items and use spells and abilities. The laborer becomes a militiaman, and can return to being a laborer once it has no items of any type in it’s inventory including spell books.

    Dimensional Alignment- Two units can cast Dimensional Alignment, giving them the ability to swap positions of units composed of equal resource weight that are within an 9x9 area square around one of the units casting Dimensional Alignment, with one unit being swapped within range of one of the casters of Dimensional Alignment and the other in the range of the other caster. The cost of this ability is 1/2 of the resources composing the unit, The resources must match in color between the caster and the unit in range of the caster.

    Clarification - There is no limit to the number of resources that can compose a spell book issuing stand. Mages Guild, Thieves guild, Warrior clan, whatever one wants to call a structure that endows the capability to utilize spells and abilities. Item creation stands, alchemists, spell book issuing stands, and the like do not deal damage in any way.

    Caravan- Unit- A caravan can carry the carry limit of items for every unit of resource composing it, (e.g. Caravan of 2 resource can carry 200% carry limit). A caravan has stats as a normal unit would but cannot attack, use abilities, or use consumables. A caravan has half of the movement of a normal unit. A caravan can be effected by consumables and buffs cast by other units. A caravan can be healed. A caravan is effected by spells and abilities as a unit normally would be. A caravan receives +400% carry limit per unit of currency it carries. (e.g. Caravan of 2 resource and two currency can can carry 1800% carry limit). A caravan can carry resources, but every 8 units of resources it carries count as one item on the carry limit. A caravan drops everything that it is carrying upon dying. A caravan is created at a worker creation stand by the normal means a laborer is created, but instead creating a caravan of the number of resources invested. A caravan cannot be summoned through summoning or necromancy. It is possible to summon a caravan through divine summoning, however the items, currency, and resources that it carries count towards the total number of resources that limit the number and size of creatures that are summoned. A caravan cannot collect resources, nor can it perform labor. Resources can be placed in a caravan by other units.

    Sleuth- (Ability) - A unit can track the movements of enemy units composed of X number of resources, showing the movements of those units within the past 8 turns so long as the movements occurred on the tiles that are currently in sight of the unit casting sleuth. X is determined by the number of resources composing the sleuth ability. Sleuth lasts for one turn. Items being held by the unit do not effect X.


    Epic Heroes - (Option) - Heroes have 800% of the carry limit

    Adept Heroes - (Option) - Heroes benefit 200/400/600/800% more from items that they carry than a normal unit would.

    Glorious Heroes - (Option) - A Hero is allocated 200/400/600/800% of the stats, substats, secondary stats, and tertiary stats normally allocated per resource in it’s composition.


    Magical Affinity- (Option)- Spellbooks are not required to cast any spells or abilities. A unit can cast any spell or ability it possibly can.

    Prolix Tomes- (Option)- A spell book/ability manual contains every possible spell and ability that is composed of the same number of resources or less resources as the stand that it is issued from.

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  6. Updates Galore - Many inspired by HOMM3, give credit where credit is due.

    Retaliation - Inherent - A unit will retaliate with it’s basic attack given that the unit that attacked it is in range, and the speed of the unit is greater than that of the unit that attacked it. If it’s speed is not higher, the chance of retaliation is (X/Y), where X is the speed of the unit and Y is the speed of the unit that attacked it. A unit will only retaliate once per turn.

    Undead-Inherent -Units summoned by necromancy are undead.

    Humor - Inherent - All units have humor. Humor has a base of 0 for neutral humor. Humor effects the number of turns a unit has per grand turn of the player. A point of humor gives a 1% chance to grant the unit a second effective turn within the grand turn of the player, giving it refreshed movement, ability points, and magic points; as well as resetting the number of consumables it may consume. A negative point of humor gives the unit a chance to lose it’s turn, being unable to act for that turn. Humor has a cap of 64 in either direction. If a unit’s base humor is raises above 64, the excess humor will continue to accumulate without effecting humor rolls until the humor drops below 64. (E.g. A -15 humor spell on a unit with 80 humor will not effect the unit’s humor roll)


    Deal the killing blow to the enemy mayor - +64 humor
    Deal the killing blow to an enemy hero - +32 humor
    Deal Damage to an enemy hero that the unit sees die - +16 humor
    Seeing an enemy hero die- +8 humor
    Dealing the killing blow on an enemy unit - +4 humor
    Dealing damage to an enemy unit that the unit sees die - +2 mir
    Seeing an enemy unit die- +1 humor
    Seeing an allied worker die or be abducted - -1 humor
    Seeing an allied unit die - -2 humor
    Seeing an allied hero die -8 humor


    Worker Humor
    Create a laborer - +8 humor
    Seeing an enemy hero die- +8 humor
    Seeing an enemy unit die- +4 humor
    Perform Labor - +2 humor
    Collect a resource - +1 humor
    Seeing an allied unit die - -4 humor
    Seeing an allied hero die -8 humor
    See a worker die or be abducted - -8 humor
    See the allied mayor die- -64 humor



    Mirth -(Ability)- This raises the humor of the unit by the number of resources composing the spell. The number of resources composing the spell is effected by a color roll of the spell against the unit.(E.g. 16 resource mirth spell with a color roll of 4 gives +64 humor) If the humor of the unit exceeds 64, then the excess humor is carried over to the next turn until the mirth is utilized.

    Despair -(Ability)- This decreases the humor of the unit by the number of resources composing the spell. The number of resources composing the spell is effected by a color roll of the spell against the unit. (E.g. 16 resource despair spell with a color roll of 4 gives -64 mirth). If the humor of the unit exceeds -64, then the excess humor is carried over to the next turn until the mirth is utilized.

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  7. Death Wave-(Ability)- This is calculated as a normal direct damage spell, with some modifications. Deals damage to all units in an area. This deals 200% damage to living units, and 400% damage to summoned units. This does not effect units summoned via necromancy. This spell damages all units including the caster and allies of the caster. This spell is able to be turned into an AoE spell at 400% rates of normal spells, however it the tiles composing the AoE of the spell must be adjacent to one another, tiles touching at the corners count as adjacent. This counts as an evil spell (necromancy).

    Wave of Magic-(Ability)- This is calculated as a normal direct damage spell, with some modifications. Deals damage to all units in an area. This deals 200% damage to living units, and 400% damage to units summoned by necromancy. This does not effect units summoned via regular summoning. This spell damages all units including the caster and allies of the caster. This spell is able to be turned into an AoE spell at 400% rates of normal spells, however it the tiles composing the AoE of the spell must be adjacent to one another, tiles touching at the corners count as adjacent.

    Shield- (Ability)-This protects a unit from melee and ranged attack damage. This does not mitigate spell and ability damage. The effect of the shield is divided by the number of turns the shield lasts, and it’s shield damage (negative damage) is calculated as a heal would be normally.


    Protection from color-(Ability)- This works as a shield, however the target (enemy) color is calculated as the color of protection cast as the spell in place of the target unit. (E.g. Protection from Red will deal shield damage (negative damage) as if the target unit were red, regardless of the color of the unit). This provides a shield from damage in place of a heal. The shield receives a 200% damage( shield amount) bonus, but the effect is divided by the number of turns that the spell lasts. This only mitigates damage from spells and abilities, the amount of damage that is mitigated is whatever % of the ability matches the color of the protection spell. (E.g. a Red shield mitigates 40% of the damage from a spell that is 40% red)


    Bless-(Ability)- This spell adds a bonus luck roll to attacks, spells, and abilities of a unit. The cost of the spell is equal to the number of resources composing the unit. The bonus damage is effected by a color roll of the caster against the target. Bless lasts for one turn.
    Damage / Effect Multiplier
    1 - 50%
    2 -100%
    3 -150%
    4 -200%
    5 -250%
    6 -300%

    Vex-(Ability)- This spell adds a bonus luck roll to attacks, spells, and abilities of a unit. The cost of the spell is equal to the number of resources composing the unit. The bonus damage is effected by a color roll of the caster against the target.
    Damage /Effect Multiplier
    1 - 200%
    2 -100%
    3 - 75%
    4 - 50%
    5 - 25%
    6 - 0%

    Dispel -(Ability)- This removes buffs on the target unit. The cost of this spell is the same number of resources that composed the spell buffing the unit. If the number of resources composing dispel is less than that of the buff, there is a roll with a chance of (X/Y) , where X is the number of resources composing the dispel ability and Y is the number of resources composing the buff. If the dispel ability fails, the spell and ability points are wasted. The resources composing the ability are effected by a color roll of the dispel ability vs the buff.

    Purify -(Ability)- This removes debuffs on the target unit. The cost of this spell is the same number of resources that composed the spell rebuffing the unit. If the number of resources composing dispel is less than that of the buff, there is a roll with a chance of (X/Y) , where X is the number of resources composing the dispel ability and Y is the number of resources composing the buff. If the dispel ability fails, the spell and ability points are wasted. The resources composing the ability are effected by a color roll of the purify ability vs the rebuff.

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  8. I couldn’t find it, so this may be redundant.

    Empower / Buff / Gains-(Ability)- This ability can be cast on units to increase their stats. The amount of statistical gains are 1:1 with the number or resources that compose the spell. The amount of gain is divided by the amount of time the spell lasts. The gains from the spell is effected by a color roll of the ability against the target.

    Weaken / Debuff -(Ability)- This ability can be cast on units to decrease their stats. The amount of statistical loss is 1:1 with the number or resources that compose the spell. The amount of loss is divided by the amount of time the spell lasts. The gains from the spell is effected by a color roll of the ability against the target.

    Blind -(Ability)- This blinds a unit. When a unit is blinded, attempting to move it will cause it to move to a random adjacent tile that is a legal move. Attempting to cause it to attack will cause it to attack a random unit within range. Blind costs the number of resources that compose a unit and lasts for one turn. Blind is effected by a color roll of the ability against the target. If the color roll is less than one, then the success is a (X/1) chance where X is the color roll. If the color roll is above 2, then for each whole number above one, blind lasts for an extra turn.

    Void Shroud -(Ability)- This spell is cast on items that units carry. This spell nullifies gains given by items that the unit is carrying, causes consumables and usable items to become unusable. The cost of the ability is 1:1 in resources, being effected by a color roll of the casting unit against the item. The caster can cause void shroud to last for two turns increasing the ability cost of the spell to 2:1 (caster:item) of resource composition.

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  9. Elemental Wall -(Ability)- This summons an elemental wall on the battle field. The wall is summoned by the same effects as summoned units. An elemental wall cannot move, and all tiles must be adjacent, however receives a 200% bonus to stats compared to normal summoned creatures. This deals damage to units that walk through it as if effected by the basic attack of the unit. The wall cannot be killed except by spells and abilities. Spells and abilities against the target deal 50% damage. Other than this, the wall takes damage as a normal summoned unit. Each unit of the wall dies individually and independently of each other. If spell books are required, then the elemental wall can be attacked by summoned creatures that are not summoned via necromancy.

    Corpse Wall-(Ability)-This summons an corpse wall on the battle field. The wall is summoned by the same effects as summoned units. An corpse wall cannot move, however receives a 200% bonus to stats compared to normal summoned creatures. This deals damage to units that climb over it as if effected by the basic attack of the unit. The wall cannot be killed except by physical attacks. Physical attacks against the target deal 50% damage. Other than this, the wall takes damage as a normal summoned unit. Each unit of the wall dies individually and independently of each other. Corpse walls are immune to damage from summoned units, however they can be attacked by units summoned by necromancy. This counts as an evil spell (necromancy).


    Place Trap-(Ability)- Places a trap on the battlefield. This trap is camouflaged at maximum level but can be seen by allies. This costs the same as a normal actively cast targeted trap. When a unit walks over the trap, the normal trap roll is enacted against the unit that walked over it.

    Siege -(Ability)- This acts as a normal direct damage spell, however it deals 400% damage to buildings, and 50% damage to all other units. There is an additional luck roll for every unit in the linear path between the caster and the building, with a 1/X chance of success where X is the number of units in the linear path between the caster and the building. If unsuccessful, one of the units in the linear path between the caster and the building is struck by the spell.

    Twisted Visions-(Ability)- The unit this is cast upon is given a luck roll for success when using a ranged attack or ability. The success chance of the spell is determined by ( Z / XY) Where Y is the number of resources composing the unit it is cast on, Z is the number of resources composing the spell, and X is the number of turns that the spell is lasts for. The unit can still use attacks and abilities within melee range at normal success rates.

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  10. Obstacle-(Ability)- This summons an obstacle on the battle field. The wall is summoned by the same effects as summoned units. An obstacle cannot move, but the obstacle is divisible so long as the calculated number of resources remains the same. The smallest possible obstacle is one unit, and this has 4 resource points composing it. An obstacle receives 25% of the unit tiles when summoned when compared to normal summoning spells. The obstacle does not deal damage. The obstacle blocks vision The obstacle cannot be destroyed except by laboring upon it. Labor destroys the obstacle at a 400% rate, meaning for every one unit of labor cast upon the obstacle, 4 resources are destroyed from the obstacle, and yield one obstacle fragment. The laborers receive obstacle fragments that can be carried like normal resources, and carried by units as if they were items. An obstacle fragment can be dropped by a unit creating a one tile obstacle that is destroyed once labored upon. Laboring upon a one tile obstacle will also destroy up to 4 other one tile obstacles given that they are adjacent to the laborer. Each tile of the obstacle is destroyed individually and independently of each other.

    Weather -(Ability)- When successfully cast on an obstacle for one week (7 consecutive turns). The weather ability destroys that many number of resources in the obstacle. Weather does not yield obstacle fragments. Multiple units casting weather does not increase the speed at which it occurs. Upon being successfully cast on an obstacle for one week, the caster chooses which of the tiles to destroy. (E.g. level 64 weather can destroy 16 units of an obstacle per week).

    Hypnotize -(Ability)- This causes the unit to be temporarily under the control of the caster, being active on the casters next turn. The unit does nothing on the opponents following turn. The number of resources required to effect this is 1:1 of the number of resources composing the unit, where having 200% of the resources in the spell as compose the unit yields a hypnotized unit for two turns. This is effected by color roll, so a color roll of 4 would only require 25% of resources in the spell to be successful.


    Chess-(Ability)- Encompasses an area and enchants it so no creatures within it may enter or leave. Creatures receive 50% movement within the chess area. No creatures may enter or leave the chess area until all units within the area belong only to one player. The success rate of the Chess spell is (X / (Z/Y)) Where X is the number of allied units in the area, Y is the number of enemy players in the area, and Z is the number of enemy units in the area. The player with the least amount of units in the area is the one used as X. The size of the chess area is 8T x 8T area where T is the number of resources in the ability divided by 4. Laborers, caravans, saboteurs and the like within the chess area do not count as units, they cannot be killed, and their ownership is transferred to the winner of the chess game. A chess game cannot be dispelled.

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  11. Fortune-(Ability)- This gives +1 to a luck roll for the unit for every 16 resources composing the spell (E.g. roll a 3 on a luck roll with a +1 luck spell, roll is a 4). The number of resources composing the spell is effected by a color roll of the spell against the unit. (E.g. 16 resource luck spell with a color roll of 4 gives +4 to luck roll). Fortune will not cause luck rolls to be higher than normally possible, if a unit has +4 luck on them, then rolls a 5 on their luck roll, the roll becomes a 6, and they continue to carry a +3 luck roll bonus. The fortune buff stays active until it is consumed.

    Misfortune-(Ability)- This gives -1 to a luck roll for the unit for every 16 resources composing the spell (E.g. roll a 3 on a luck roll with a -1 luck spell, roll is a 2). The number of resources composing the spell is effected by a color roll of the spell against the unit. (E.g. 16 resource misfortune spell with a color roll of 4 gives +4to luck roll). Misfortune will not cause luck rolls to be lower than normally possible, if a unit has -4 luck on them, then rolls a 2 on their luck roll, the roll becomes a 1, and they continue to carry a -3 luck roll bonus. The misfortune buff stays active until it is consumed.

    Deft Hands-(Ability)- This provides a chance to retaliate multiple times within a turn. The chance is (X/Y) where X is the number of resources composing the spell, and Y is the number of resources in the unit. Given X>Y, then then X becomes a proper fraction, granting the whole number of guaranteed successful retaliations (given a roll to retaliate every time until consumed) with the fraction being the chance at another successful retaliation. The deft hands buff is consumed once the roll has rolled, if successful, the unit retaliates, if not, it refrains from retaliation.

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  12. Fly-(Ability)- The unit this is cast upon ignores obstacles, terrain rolls and can pass through units. The ability cost is the twice the unit weight with color matching. This lasts for one turn.

    Sacrifice-(Ability)- This sacrifices a unit to empower a necromancy spell. Given one sacrifices a unit, (X/Y) of the units summoned have 100% strength, rounding down, where X is the number of resources composing the unit and Y is the number of resources composing the necromancy spell. Given that X is greater than Y, the units summoned have (X/Y) percent strength. Summoned units, including those summoned by necromancy, cannot be sacrificed unless summoned through divine summoning.

    Material Transfer -(Ability)- This sacrifices an item to empower a summoning spell. Given one sacrifices an item, (X/Y) of the units summoned are no longer considered summoned but treated as normal units, rounding down, where X is the number of resources composing the item and Y is the number of resources composing the necromancy spell. Given that X is greater than Y, the units summoned have (X/Y) percent strength and all of them are treated as real units. Phantom items cannot be used for Material Transfer.

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  13. Choo Choo! Here comes the update train.



    Divine Items- Divine items can be carried by creatures summoned by divine summoning. Divine items receive stats in the same way as divine creatures. This occurs when the divine summoning spell is stronger than a divine creature with maximum resources. Only |2| players can create divine items.

    Divine players can create divine creatures by creating divine creature dens that cost 5 resources for divine resource that composes the building. The same is true for divine items and consumables, using a divine apothecary or stand in place of the den. The divine creatures, consumables and items have malleable stats until summoned into the |1| realm.

    Summon Divine consumables - This summons divine consumables by the same calculations used for divine summoning, however it summons 200% of the number of divine consumables when compared to units by resource weight. Summoned consumables cannot be cannot be salvaged. Summoned consumables count towards carry limit.

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  14. Summon Items -(Ability)- This summons items by the same calculations that summon summoned units. Summoned items cannot be used for Material transfer and cannot be salvaged. Summoned items count towards carry limit.

    Summon Consumables -(Ability)- This summons consumables by the same calculations that summon summoned units, however it summons 200% of the number of consumables when compared to units by resource weight. Summoned consumables cannot be cannot be salvaged. Summoned consumables count towards carry limit.

    Summoned units can only equip summoned items. Any unit can equip a summoned item. Summoned units can carry the same amount of items as a normal unit.

    Summoned units can only use summoned consumables.

    Undead units can equip items. Undead units can carry the same amount of items as a normal unit. Undead units can use consumables.


    Items are involved in the color roll and count as if the unit were composed of them. Items also count towards unit composition rolls.

    Creating a spell book from a spell book creation stand does not cost any resources or labor, they can issue an unlimited number of them.

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  15. Terrain Color Humor bonus- Items do not effect Terrain Color Humor Bonus. A unit receives +1 humor for every 8 resources in it’s composition that match the color of the tile it ends its turn on, either by ending movement or attacking. This humor does not accrue, but is added to the humor roll for the turn, and dissipates when the unit leaves the tile. Units also gain a bonus to humor if a certain percent of their resource composition matches the tile, this humor bonus is not accrued either, but is added to the humor roll for the turn, and dissipates when the unit leaves the tile.
    100%: +8 humor
    75%: +6 humor
    50%: +4 humor
    25%: +2 humor

    Realm Portal- (Ability)- this creates a portal from the |1| realm to the 0 realm, or from the 0 realm to the |1| realm. The number of resources composing the unit using the portal must be less than or equal to the level of the portal. This number includes items. A portal lasts for one turn.

    Denounce the Fallen - This spell turns a unit of the 0 realm hostile to all units native to the |1| realms and |2| realms until killed, it will not be hostile to undead unless attacked by an undead, causing it to be hostile towards that specific undead. Killing the unit causes it to become neutral again. This spell cost 1/8 the number of resources that compose the unit. This resource composition of this spell is effected by a color roll.

    A unit killed on the 0 realm will return to the spot where it died in the |1| realm. If that spot is occupied it it will go into a vacant spot in a basement or create a basement.


    All buildings have 0 realm counterparts that still have basements so long as they are not a stand ( stand being a 1x1 tile building).

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  16. 0 realm renditions of item creation stands and apothecaries will create 0 level items and consumables. These are taken by any 0 realm unit that encounters the stand or apothecary. 0 realm units have regular carry limits. 0 realm items and consumables retain their full effect within the |1| realm, however when dropped they appear on the ground in the 0 realm. The items and consumables on the ground will be picked up by any unit that passes over them given it does not have full carry limit. Items and consumables created on the 0 realm will have random stats, but will not be impossibly random: if item creation stands may only create one type of item, then the 0 realm stand only creates one type of item, however it is rolled randomly when the |1| level item creation stand is created.

    Creature dens do not create creatures within the 0 realm, but can still be utilized as accessible basements.

    0 realm spell book creation stands will still create spell books and give them to any unit that encounters them. These behave as normal 0 realm items, and allow undead to use spells and abilities.

    0 realm creatures will seek out spell book creation stands that have spells that they can use that they do not know, and move away from spell book creation stands they have visited or only have spells that they already know.

    0 realm creatures will seek out item stands and apothecaries given they do not have full carry limit, however 0 realm units will not move closer to an item creation stand whenever possible if they have reached item carry limit, and this is also true with apothecaries and consumables.

    If they have full items, consumables, and know all possible spells they can use, 0 realm creatures wander aimlessly, but will attempt to leave a basement.

    0 realm creature aversion to apothecaries, spell book stands, and item creation stand is only impactful given that the item creation stand is in line of sight, or another 0 realm creature is attempting to access the item creation stand, the 0 realm creatures will move out of the way for any 0 realm creature attempting to access a stand or apothecary.


    A building that is destroyed on the |1| realm will have it’s 0 realm counterpart remain until another building is created in it’s position on the |1| realm that occupies any of the area that the original did. The old 0 realm building will disappear, the new 0 realm building has the basement contents of the 0 realm building it replaced transferred to it. Destroyed item stands will remain in the 0 realm so long as a new item stand is not created on the same spot the old one did, the item stands will simply appear inside of the new buildings that are built on top of them.


    If a building from the 1 realm and the -1 realm over lap, the building constructed second is repositioned until there is a minimum of a 2 tile space between it and any other buildings with the exclusion of 1 tile sized buildings.

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  17. Worker creation stands will create ghosts if built upon a resource. Ghosts attempt to make their way to the |1| realm as a sole priority. A ghost applies a haunting effect to a unit that nullifies the statistical gains of one resource that composes a units resource weight. Ghosts can see all portals and other means of transport between realms on the map and attempt to use them. Ghosts are not effected by collision. Ghosts cannot be killed. Ghosts will haunt undead on the |1| realm, units, and summoned units. A ghost that haunts a laborer will cause -64 morale.

    Summon Ghosts - (ability)- This summons ghosts by the normal means of summoning undead, however all resources that would have composed the units summoned are now ghosts.

    Ghosts can be summoned by necromancy given that there are enough ghosts that exist. Ghosts summoned by necromancy will not haunt the allies of the unit that summoned them.

    Castles will also do nothing but create ghosts with the resources that occupy them.

    A ghost receives 2x movement and flying.

    0 realm creatures will all move out of the way of any other 0 realm creature attempting to attack a |1| or |2| unit.

    Exorcise- (ability) - This expels ghosts from a unit or laborer at a cost of 1 resource per ghost.

    Ghastly Covenant - (Ability)-This collects ghosts within an Y2xY2 tile area into an item. The number of ghosts collected is 1:1 with the number of resources in a spell. Y is the number of resources composing the spell.

    The number of ghosts within an item can be seen as if it were a stat.

    Ghastly Manifest - (Ability)-This releases all of the ghosts within an item. There is no ability cost of this ability.

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  18. inherent- If a unit had created a realm portal on the |1| realm, it will create a realm portal on the 0 realm to the realm(s) it had cast realm portal on. It casts these portals given a ghost is within movement range of the portal that would be cast.



    Inherent- 0 realm creatures repositioned due to overcrowding will appear in any basement, not exclusively the basement of a castle.

    Inherent - Summoned creatures do not need spell books to cast spells or abilities. If there is a spell book limit, then the creatures are assigned spells up to that limit by the unit that summons them, and if not, they are assigned randomly.

    Inherent - One a higher level version of a spell is learned, the unit can cast any lower level version of that spell, so long as it is comprised of the same resources as the spell learned, giving the caster the option to exclude some resources at will.

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  19. Obviously with two used terms for secondary and tertiary stats, some terminology mix up. The original secondary/tertiary/quarternary stat aptitude still stands.

    The new stats being 2nd Tier Stats (%bonuses) , and 3rd Tier stats (resist), with the original stats being 1st Tier stats.

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  20. Will try to work on a revision for clarity and consistency.... ahaha... might be a while...

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  21. Fertilization- (Option) - Players can change the color of a tile by sacrificing one unit composed of 64 of the desired color resource on the tile. This changes the color of the resource on the tile.


    ____

    Heist- (Ability) - One can use this ability to unlock a vault that is synonymous with a building (must be destroyed in order to drop vault contents). This would cause the buildings to essentially be immortal if unattended and accumulating items within their vault.
    The success chance is as follows

    16(Ability Level) / ( Vault Resource total including items and base resource of building / 256)

    Successfully using heist means that the vault can now be accessed by any unit, instead of simply allies.
    _____


    Sexto Rev six ---2 of ?? parts done at the moment. Part 2 is pretty big.

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  22. Revision 6 released.

    https://drive.google.com/file/d/0BzKa5nReFliaOHRyQnF3d3h4ODA/view?usp=sharing

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  23. Post Revision 6 updates
    _______

    New Sexto Updates April

    Nothing is ever perfect a haha

    ~~~~Commentary
    Abilities that do not target a unit don’t seem able to be made into curses. That happening doesn’t seem to make sense.

    It would be tricky to allow buffs to become curses. But where there are hundreds of units attempting to maintain a buff curse, they would be equally susceptible to enemy curses. So curse buffs makes enough sense and is fine.

    Cursing Denounce the Fallen would make the |0| realm very dangerous

    Typo: Divine favor— boys should be base

    ~~~~

    Inherent- Units summoned by necromancy must be within a chain of sight of the necromancer that summoned them or else they revert to their original allegiance when they were originally created on the |1| level.

    Eg = means in line of sight of unit, letters are units & means not in line of sight

    A=B=C=D&E=F=Necromancer , given that letters A through F were summoned by the necromancer, he would have lost control of units A B C and D when the line of sight between D and E was broken, given that A is only in line of sight of unit B, etc. Think of it was telephone poles and wires, the wires are the line of sight, and any allied unit can function as a metaphorical telephone pole in order to keep the connection running.

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  24. Undead units and magically summoned units cannot be sacrificed by the spell sacrifice

    Been thinking about things like sniping~high stat values w/ buffs and items allowing very long range attacks. This seems fine as it is limited by visibility~one must have scouts out there to see the enemies, and the snipers themselves are also vulnerable to being sniped~camo scouts etc.

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  25. The color of a buff ( the color of the resources the ability is composed of) does effect a color roll and these colors are calculated as if they were part of the unit naturally. This is also true of items.

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  26. Chain of sight also applies to summoned units. These units become neutral units with a neutral path.

    Buffs do not count towards resource weight in some spells. Items carried still count towards resource weight.

    Realm Portal
    Dimensional Alignment
    Teleport (as (Size of Target)

    The development branch bonus regarding resources traded between players should not effect resources traded between players (Caravan with full resource carry, ceded back and forth every turn, both players have full development trees). This is too easy to exploit. It only effects dealings with neutral creatures.

    _________
    Item Effects (The Slash means choose one)
    _________
    The following is a format for item effects. These should be inherent. These stop working well when items are not limited to 64 resources. Some of effects are not additive. The effect values of these are averaged across items with the same effect. Some of the effects are additive at a flat rate.

    Increase/Decrease damage done by physical/magical basic attacks/abilities by 1% per resource invested in the item. (Decrease effect is not additive, increase effect is additive)

    Increase/Decrease effect of physical/magical [pick ability type] by 1% per resource invested in item. (Decrease effect is not additive, increase effect is additive)

    Either a flat rate reduction, eg. 50% reduction, a stun would have to last 2 turns to last for one turn on the unt. Or 50% bonus to necromancy, resources composing spell are multiplied by 150%.

    For camouflage, given the effect already makes the unit undetectable, this becomes a chance to resist detection.

    Increase/Decrease damage done/recieved by [pick a color] or [pick an element type] by 1% per resource invested per resource invested in the item. (Additive)

    Increase statistical effect of [pick color type resource] / [pick 1 substat, 1 secondary stat, and 1 tertiary stat] by 1% per resource invested in the item. (Additive)

    Increase Labor capacity (including currency)/ Base Movement / Resource Carrying Capacity by 1% per resource invested (additive)

    Increase/decrease(negative increase) alignment/airs/outlook by 1% per resource invested. (additive, will not take units above cap)

    Increase humor by 1% per resource invested (additive, will not take units above cap)

    Give 1% chance to reroll one random dice roll per combat phase per resource invested in the item. (Not additive)

    Gives 1% chance to add zealot dice roll to damage / non damaging attacks, spells, and abilities per combat phase per resource invested.
    Zealot Dice
    Roll : Multiplier
    1: 0% Damage/Effect
    2: 75% Damage/Effect
    3 : 120% Damage/Effect
    4 :150% Damage/Effect
    5 :250% Damage/Effect
    6 :400% Damage/Effect
    ( Grants One zealot dice roll per item with the Zealotry effect. The % is not additive, each roll is independent and multiplicative)

    Give 1% chance to make physical/magical attacks and abilities unavoidable (resistance still applies) per resource invested. (This to address the fact that it was stupid easy to get dodge / resist capped at 100% making all units immortal… sorry pacifists)


    Give 1% bonus to range of physical/magical attacks/abilities per resource invested.

    Gives a 1% bonus to vision per resource invested. (Only applies to vision that is possible, does not give impossible vision)

    (possibly more to come)

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  27. Summon Divine consumables should say when compared to “when compared to divine units”

    New abilities

    Summon consumables - (Ability) This summons consumables by the same calculations used for summoning, however it summons 200% of the number of consumables when compared to units by resource weight. Summoned consumables cannot be cannot be salvaged. These consumables are considered magically summoned.


    Summon items - (Ability) This summons items by the same calculations used for summoning, however it summons 100% of the number of items when compared to units by resource weight. Summoned items cannot be cannot be salvaged. These items are considered magically summoned.

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  28. inherent - Dead units wandering the |0| realm will drop weaker items to pick up stronger items whenever possible.

    Clarification- One chooses the effect of an item when creating it.

    a Curse is not technically an ability, but it is a type of ability, (direct/aoe/curse) , so one could not apply the bonus ability effect to curses, but one could apply bonus ability effect to an ability, and make the ability in question a curse.

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  29. Obviously one can choose to opt out of resist rolls, (i.e. one can choose not to have a resist roll against a heal or a buff)

    Obelisk-building-inherent- This is a building that uses spells, attacks, and abilities. It is a 1x1 tile building. It cannot use consumables or cast spells via items. It has the item carry limit of a unit. It can be given spell books. It can benefit from consumables and items that cast spells when they are cast by other units. Items in the vault of an obelisk function as items in a vault normally function. The offensive abilities only take into account the items the obelisk currently has equipped (carry limit).

    Obviously, one cannot sacrifice units that are not allies, nor can one use material transfer on items that are not on the ground, held by the caster, or carried by units within range of the ability.

    Ghosts move on the neutral unit turn phase.

    Each allegiance of neutral creatures get an individual turn as if the allegiance were a player. Units without allegiance to other units (|2| summoned neutral creatures) move during a turn phase of unallied neutral units.

    AI-inherent-neutral creatures will attempt to exorcise their allies and capture the ghosts in an item when they are not under attack, given their allies are afflicted by ghosts.

    Another Effect
    Item effect-1% chance to avoid death (unit is brought to 1 health but does not die) per resource. (multiple items give multiple rolls when the unit would otherwise be effectively killed.)

    Item effect-Grants spells cast by the unit holding the item a 1% chance to avoid being dispelled per dispel attempt per resource invested. (multiple items give multiple rolls when the spell would otherwise be effectively dispelled.)

    Inherent- Exorcised ghosts remain on the same unit tile of the unit they are exorcised from. (As they do not have collision). They still wait for the unaligned neutral unit turn phase to move and act.


    (I should give names to the item effects…)

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  30. If there units in the 0 realm are too strong to be summoned by necromancy (resource composition+item resource composition), the most local ones will drop items in an effort to meet the specifications of the summoning.

    benefits from primary stats don’t hard cap. Secondary and tertiary stats still have a hard cap. Get that true strike up.

    Ability- True Strike - This buff gives an 2X/Y chance for attacks and abilities to be unavoidable for one turn (from Evasion or Magic Resist).X is the resource composition of the ability, Y is the resource composition of the spell.

    An AoE buff/spell can target any unit within range of the caster.

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  31. Item effect would be listed as (Name X) e.g “Ruthlessness 16” where X is the number of resources invested in the effect. Items can split their resources into multiple effects.
    _______

    (e.g Magical Ability Ruthlessness , Physical Attack Counter)
    Ruthlessness/Counter- Item Effect -Increase/Decrease damage done by physical/magical basic attacks/abilities by 1% per resource invested in the item. (Decrease effect is not additive, increase effect is additive)

    (Replace “Ability” with ability name)
    “Ability” Puissance/Deterrence-Item Effect - Increase/Decrease effect of [pick non-direct damaging ability type] by 1% per resource invested in item. (Decrease effect is not additive, increase effect is additive) (~~ at level 10, Such spells are calculated as if they were composed of 110% of their resources, while costing the original amount of ability or magic points, or if e.g. knock back deterrence 10, the knock back effect is multiplied by 90%)

    Either a flat rate reduction, eg. 50% reduction, a stun would have to last 2 turns to last for one turn on the unt. Or 50% bonus to necromancy, resources composing spell are multiplied by 150%.

    For camouflage, given the effect already makes the unit undetectable, this becomes a chance to resist detection. Multiple items give multiple chances.

    “Color” Potency/Guard -Item Effect - Increase/Decrease damage done/recieved by [pick a color] or [pick an element type] by 1% per resource invested per resource invested in the item. (Additive)

    (E.g. Dex/Swift/Blue Bonus 32)
    “Stat 1/Stat 2/Stat 3” Bonus-Item Effect -Increase statistical effect of [pick color type resource] / [pick 1 substat, 1 secondary stat, and 1 tertiary stat] by 1% per resource invested in the item. (Additive)

    Labor/Movement/Carrying Aptitude-Increase Labor capacity (including effect from currency)/ Base Movement / Resource Carrying Capacity by 1% per resource invested (additive)

    (e.g. Evil Inclination, Pessimistic Inclination)
    “Type” Inclination - Item Effect -Increase/decrease(negative increase) alignment/airs/outlook by 1% per resource invested. (additive, will not take units above cap)

    Levity- Item Effect -Increase humor by 1% per resource invested (additive, will not take units above cap)

    Gambit -Item Effect -Give 1% chance to reroll one chosen dice roll per combat phase per resource invested in the item. (Not additive) Multiple items give multiple chances. (Cannot reroll others dice rolls. E.g. can reroll one’s defense roll, cannot reroll attacking player’s Precision roll when victim of attack. Can reroll one’s combat roll, cannot reroll enemy’s dodge roll.)

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  32. Zealotry-Item Effect -Gives 1% chance to add zealot dice roll to damage / non damaging attacks, spells, and abilities per combat phase per resource invested.
    Zealot Dice
    Roll : Multiplier
    1: 0% Damage/Effect
    2: 75% Damage/Effect
    3 : 120% Damage/Effect
    4 :150% Damage/Effect
    5 :250% Damage/Effect
    6 :400% Damage/Effect
    ( Grants One zealot dice roll per item with the Zealotry effect. The % is not additive, each roll is independent and multiplicative)

    Precision - Item Effect -Give 1% chance to make physical/magical attacks and abilities unavoidable (resistance still applies) per resource invested. (This to address the fact that it was stupid easy to get dodge / resist capped at 100% making all units immortal… sorry pacifists)


    Predation-Item Effect -Give 1% bonus to range of physical/magical attacks/abilities per resource invested.

    Ken- Item Effect -Gives a 1% bonus to vision per resource invested. (Only applies to vision that is possible, does not give impossible vision)


    Repentance - Item Effect -Item effect-1% chance to avoid death (unit is brought to 1 health but does not die) per resource. (multiple items give multiple rolls when the unit would otherwise be effectively killed.)
    (E.g. Magical Adamance)
    Adamance - Item effect-Grants physical/magical spells and abilities cast by the unit holding the item a 1% chance to avoid being dispelled per dispel attempt per resource invested. (multiple items give multiple rolls when the spell would otherwise be effectively dispelled.)

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  33. An obelisk is the only building that can attack and use spells and abilities.

    Evasion and Magic Resist are too strong. So they’re down to 1% per point.


    Darkness- ability- This shrouds the target in darkness. The target’s visibly is reduced by X/Y where X is the resource composition of the spell and Y is the resource composition of the target. (E.g. 1/4 = 25% reduction). Visibility cannot drop below one adjacent tile.



    Soul Link-Item Effect- Item counterattacks upon being attacked, during the aggressors turn. The strength of the counterattack is the strength of the item. The stats of the item are calculated as if the item were a unit. One picks an elemental type with this item effect. If victim of a ranged attack, the aggressor must be within the range of the item’s ranged attack for this to be successful. This item is treated as a unit in the sense that if it has this effect, it can benefit from buffs, debuffs and consumables. Buffs effecting this item do not increase the amount of stats it yields the caster, only base stats do that as normal. The buffs effecting this item effect the item during combat calculations when the item is treated as a unit. (Multiple of this item effect gives multiple chances for this to occur)

    Repulsion--Item Effect- 1% chance to knockback units in melee range upon being attacked per resource invested. Knocks back holder of the item, and any units in melee range upon being attacked. The caster is knocked back in the direction of the attack, all other units are knocked back as if the caster had cast it against them from the casters original position. (E.g. Unit A=A, Unit B=B, AB, B attacks A, A goes to the left, B goes to the right, unit above A would go up, unit below A down, unit diagonal of A goes diagonal.) (Multiple of this item effect gives multiple chances for this to occur)

    Windweaving- Item Effect - 1% chance per resource invested to redirect an enemy physical/magical attack/ability to chosen unit within the original range of the caster when the unit holding the item is attacked. The target must be within sight of the individual wearing the item or it’s allies. This can cause the aggressor to attack it’s allies or neutral units. The attack is recalculated as if it were originally against the new target. (Multiple of the same type of this item effect gives multiple chances for this to occur)

    Wild Windweaving- Item Effect -1% chance per resource invested to redirect an attack directed at the unit holding the item to a random unit within the original range of the caster. The attack is recalculated as if it were originally against the new target. (Multiple of this item effect gives multiple chances for this to occur)

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  34. Ghost Vessel- Item Effect - 1% chance per resource invested to destroy the unit and all items it holds upon death. The unit does not leave a corpse. Each resource composing the unit and items turns into a ghost now located on the spot where the unit holding the item stood. (Multiple of this item effect gives multiple chances for this to occur)

    Reincarnation - Item Effect -1% chance per resource invested to destroy the unit and all items it holds upon death. The unit does not leave a corpse. Every 4/8/16/32/48/64 resources composing the unit and items is now utilized to create a new neutral unit. There is an equal chance for the units to be friendly to the caster’s allies, neutral, and hostile neutral creatures. The paths and personalities of the neutral units are random. The excess resources are used to create a unit of the strength of the excess resources. The units occupy the nearest unoccupied tile.

    Verdant Boon- Item Effect - 1% chance per resource invested to destroy the unit and all items it holds, and all consumables upon death. The unit does not leave a corpse. The sum of the resources of the unit and the items create 8 flowers on 8 random tiles in a 33x33 area with the unit at the center. The flowers each create 2 random flowers in a 33x33 area with the flower at the center of the area per turn, these subsequent flowers are composed of the original resources composing the flower that creates them, however, one resource is subtracted from the new flowers each time this occurs. The flowers function as consumables providing stat buffs for the full value of the resources that compose them to the unit that eats them for one turn. The resources that the flowers are composed of are randomly split up between the original 8 flowers. Any unit can eat the flowers. Neutral units will not eat the flowers unless under attack or committed to attacking a unit that turn.

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  35. Kingmaker - Game Mode - Players randomly start with a king in the castle once their castle has been established. The King is composed of one random resource, determined by the same odds that determine what type of a resource a node is. The king has 500% of the resource cap of a normal unit (256). The king has the same item carry and consumable limits. Players are eliminated when their king is killed. Their units and structures become neutral creatures with random personalities and paths.




    Deathlust - Item Effect- Upon successfully using an attack, spell or ability on an enemy. 1 % chance per resource invested to apply a 2% bonus active stats (including from items, consumables and buffs), movement, bonus damage, and bonus spell effect buff. This buff stacks and does not death. (Units with stacks of Lachesism keep the buff in the 0 realm, and keep the buff still when summoned by necromancy.) (Spell effect applied as %bonus to effected resources invested)

    Wane Face - Item Effect- Upon successfully using an attack, spell or ability on a unit, 1% chance to cause the unit to become an neutral unit without allegiance with a neutral path for one turn per resource invested.

    Damned Servitor- Item Effect - Upon death, 1% chance per resource spent for the unit to die normally, however a Ghastly Scout appears in the spot where the unit dies upon death. The unit is under control of the player, but has movement like a ghost, and provides vision to the player as if it were a normal unit. The Ghastly Scout can only be detected by revealing spells, reveal spells have a 50% chance of working against a Ghastly Scout. The Ghastly Scout cannot be killed, however it can be trapped in an item through the Ghastly Covenant ability. If released by Ghastly Manifest, the unit returns to the field, functioning as it does originally, still controlled by the original player. When trapped in an item, the Ghastly Scout does not provide any visibility.

    Mors Sin Machina- Item effect- While the item is carried by the unit, grants a 1% chance for spells and abilities to be effected by Mors Sin Machina, this makes it impossible for units to use that exact spell so long as they are within line of sight of the item in question. This effect can be enhanced by multiple objects of Mors Sin Machina are within a chain of line of sight of each other, as any spell or ability the any of the items within sight of each other cannot be used so long as the items are held.

    Succession- item effect- Upon successfully using an attack, spell or ability, the item has a 1% chance per resource invested to cause a permanent 1% bonus to that specific ability type or attack. (E.g. Physical Basic Attack, Magical Damage over Time ability, Physical Root) This is calculated as a % bonus to resources invested in the spell. The bonus is stored in the item, and given the item transfers hands, so does the bonus. (Only applies indirectly to curses, the spell cast receives the bonus, but the curse effect reduction remains the same.)

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  36. Martyr - Ability- This ability cost nothing to cast. A martyr cannot be effected by effects that reduce or impair movement. A martyr receives double movement. A martyr deals 10% more damage and takes 10% more damage for every allied unit that it sees die. If a martyr ends it’s turn without being sight of the enemy it takes 8/X percent of it’s health damage per turn where X is the base number of resources in the unit, excluding items and buffs. Once a unit becomes a martyr it is a martyr until it dies. The martyr status persists through death and if summoned via necromancy or resurrection, the unit is still a martyr.

    Death’s Prophet - Item effect - Units within line of sight of this item have 1% decreased movement per turn per resource invested, 1% increased damage per resource invested, 1% less visibility per resource invested, 1% less morale per unit invested, and 1% less avoidance (Evasion and Magic Resist) per resource invested. (Avoidance is taken from the effective cap. Death’s Prophet 50 ~ in range of unit with 135% dodge, calculated as -50% from 100% dodge, so effective dodge is only 50%.

    Fulfillment - Item effect- Units within visibility of this item receive a bonus morale roll, the morale of the item determines the morale used for the role. The item has a 1% chance per resource invested to receive one morale every time the item sees a unit die. The morale of the item is still capped at 64. The morale of the item resets to 0 if the item is dropped or traded.

    Recycle - Ability- only undead can use this ability. The unit consumes a corpse to heal itself for 100/75/50/25% of the maximum base HP of the unit. The % HP restored is based on if the corpse died 0/1/2/3 turns before the corpse is consumed. Corpses disappear after 3 days(turns) still. Corpses of undead units cannot be recycled. Magically Summoned units do not leave corpses. All undead units can recycle. A unit must be within melee range of the corpse to recycle it. This ability does not cost ability points or magic points. This ability is effected by a color roll of the Undead against the target.

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  37. Evil Eye- Ability- The caster selects a stat. The caster reduces the stat (including benefit from items) by 2% for every turn the caster stays within sight of the unit. Once the target has been out of sight for one turn the debuff fades. Evil Eye cannot be dispelled. (E.g. Caster uses Evil eye on target, target breaks line of sight on it’s turn, the caster must return to being within vision of the unit by the end of it’s next turn, or the debuff fades.) This spell gains another stat that it reduces for every 4 resources invested in it. It only costs ability or magic points to cast it initially, refreshing the debuff by being within vision of the unit does not cost any ability points. If stats are all reduced to zero, the unit is still alive, but it has one health.

    Renegade- Ability- The caster becomes a hostile neutral creature with a neutral path. The only thing the caster will do is attempt to sway neutral creatures to join it, unless it’s allies are attacked. By using this ability, the unit receives 4% bonus to diplomatic resource weights per resource invested in the ability. A renegade cannot be bargained with, and all attempts to make them or their allies neutral or allies will fail.

    Time Tempting - Item effect- This reduces all incoming damage by 1.5% per resource invested. This damage is stored in the item. There is a 1% chance that upon taking damage, this damage is released striking the nearest unit, dealing unmitigated direct damage (no rolls, no combat calculations), continuing on to the unit nearest it’s victim if it’s victim dies, and continuing until all damage that was stored as been dealt. If neutral units die from this, this is interpreted as being killed directly by the unit holding the item when this occurs. The unit holding the item is never targeted by the Time Snake (The essence doing damage). The damage is stored when the item is dropped.

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  38. Pacifist - Ability - Upon a unit coming into vision of the Active Pacifist, there is a x% chance for the unit to drop all currency, items and consumables. X is the number of resources invested in the spell. There is a hard cape at the %chance to be 80%, there is no hard cap on the number of turns. At the end of the duration, there is another roll to see if Pacifism is resisted.

    The ability Pacifist cannot be dispelled. The effect it causes, Pacifism, cannot be dispelled. Once a unit is an Active Pacifist, it is an Active Pacifist until it dies, and remains an Active Pacifist when it is resurrected via necromancy.

    An Active Pacifist cannot attack, an Active Pacifist inflicts pacifism upon units within it’s vision where the roll is successful. A unit afflicted by pacifism receives 25% movement per turn. A unit effected by pacifism cannot attack, use abilities, spells, consumables, or items that cast spells, a unit effected by pacifism cannot pickup items or consumables, nor can it retaliate in any way (retaliation is an attack anyways). The same effects of units effected by pacifism are true of an Active Pacifist, other than the fact that the Active Pacifist can carry items.

    Pacifism fades from afflicted units once they leave the line of sight of the Active Pacifist.

    Once pacifism is cast, it is not a spell or ability in most senses, it an inherent trait, however it is still effected by some rolls and bonuses such as magic resist, color roll, tertiary stat, precision, bonus effect, etc.

    .Upon casting Pacifism, the Active Pacifist becomes a neutral creature, no longer has allegiance to the player, and has a neutral path. An Active Pacifist can carry items that do not provide any direct bonus to damage. (It will drop any items with even one point of Primary: Str/Dex/Int/Wis :: Secondary : Cunning / Brutality upon casting Pacifism) Abilities that induce the inability to cast spells do not thwart pacifism.

    Killing the Active Pacifist (the one that casted Pacifism) causes all units that are currently afflicted by pacifism (visible to the Active Pacifist and failed to resist the Pacifism) to become neutral creatures. These creatures cannot be swayed via diplomacy and remain neutral until death.

    An Active Pacifist cannot be effected by pacifism cast by another Active Pacifist.

    A stunned Active Pacifist does not inflict pacifism while stunned. A feared Active Pacifist does not inflict pacifism while feared.

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  39. Treasure Bandit -Path- A Treasure Bandit will attempt to stay alive at all costs, avoiding combat wherever possible. It will only defend itself if it’s chances of escaping are less than that of being victorious in combat. A treasure bandit is like a unit of the neutral path in that it wanders randomly, however it will attempt to pick up any item that it sees up to the carry limit. A unit that is a treasure bandit will attempt to build a creature den in a secluded area once it finds a unit of currency, and then return to it’s treasure to the vault in the creature den before embarking in an effort to find more treasure. The creatures created by these dens will all be treasure bandits, and will all return their treasure to the vault in the den. A treasure bandit that comes from a den of non-treasure bandits will do this, abandoning it’s den, and attempt to create treasure bandits with ideal mobility and survivability. Each treasure bandit will return to it’s home den once it finds a unit of currency, and labor one resource into the structure it came from, they will stop adding resources when the den is 7 resources in size, and build a new den, stopping this one when it becomes 15, 23, 31, 39,47, 55, and 63, respectively, before starting a new den and continuing under the same pattern. Treasure bandits will attempt to distance the new dens far away from the original den. Roughly 600 units away, in an area with low visibility.3

    Torture- Reveals items in vaults, can reveal locations of buildings, (tortured unit likely wouldn’t know where a unit is) Torture can reveal the location of a hero or mayor only if it is within chain of sight of the unit being tortured.

    ***** Mors Sin Machina will reset the count of an attack or ability type used when levels 1-64 of an ability type have been used within sight of it. Using the abilities or attacks that have already been used (Determined by resource weight) is actually impossible, so one will not use one’s ability points or magic points inadvertently. (This is already susceptible to darkness, but this is somehow if the unit remained unmilled through all casts of darkness)

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  40. Pilferer - Item Effect- Adds a flat 1% chance per resource invested to have an override roll with a 20% chance when using Heist, 1% chance per resource invested to have a second item drop from Pickpocket, and a 1% chance per resource invest for Fumbling and Rustle to have double effect, including both the guaranteed drops and the chances at drops.

    Obviously ranged doesn’t have a limit on range other than visibility. Go snipe them pacifists.

    Seconary/Tertiary stat - No Cap
    Reduction at 256-80% reduction, 20% is new base, 1-80% reduction of 20%, at 512, 4% is new base, 1-80% reduction of 4% at 768 0.8% is base, etc.

    The above also applies to tertiary stats.

    Increase 256 400% bonus, 400% new base 4-400% bonus to 400%, at 512 1600% new base, 4-400% bonus to 1600% damage, at 768, 6400% bonus

    Diplomacy only one that doesn’t fall under above criteria, 256- 40% reduction, 60% is new base, 0.5-40% reduction of 60%, at 512 36% base, 0.5-40% reduction of 36% , at 768 21.6% base. Etc.

    Obviously, even utility spells like pickpocket are spells and abilities, so they have a chance of being resisted.

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  41. For a church to function, the church itself must cast dimensional portal, it can cast the portal anywhere within the church

    Obelisks cannot cast dimensional portal


    Well… Airs do nothing at the moment so…

    Positive airs provide a 0.5(x/64) % reduction to the amount of resources demanded by a neutral creatures as tribute and the amount of resources required for them to align with you

    Negative airs provide a -4(x/64) % increase to the amount of resources demanded by a neutral creatures as tribute and the amount of resources required for them to align with you

    ReplyDelete

  42. Wench / Maiden / Pleasure Lads-Unit - Laying a wench raises the maximum health points of a unit to 150% of their normal state with items included (buffs are not included). Laying a wench also heals the unit to this value of health. There is no limit to the number of times a wench can be laid in a turn, other than the number of units once can possible have visit her. One must be within melee range of the wench in order to lay her. A unit can lay an enemy players wenches and still receive the benefit.

    The 150% health buff fades as damage is done to the unit, and the unit does not benefit from heals until it’s health drops below 100% of it’s normal state with items included (buffs are independent of this, so were it at 150 health, with a 100 heath base with items and 50 health buff. A wench would raise its base health to 150, with the new total with buffs included at 200. The unit would not benefit from being healed until it dropped below 150 health, given that the original buffs it had were preserved)

    A wench will give birth to another wench 7 days after it has been laid, the color of the new wench is a random chance that is 50% chance to be the color of the wench, and (X/R)/2 chance to be a color of the first unit that laid it after it’s last birth where X is the number of one color of resource in the unit and R is the sum of the total of resources in the unit. Color roll of the wench against the unit effects the amount of health gained. So a color roll of 4 would raise the unit to 600% of it’s base health.

    The buff a wench gives is called Pleasured. Pleasured cannot be dispelled. A buff of Pleasured that will give a unit a higher current health will override a different Pleasured buff. Pleasured last indefinitely.

    If the wench is a male (pleasure lad) and the unit is a lady, the unit will give birth to a pleasure lad within 7 days, or the next time the unit gives birth, if sooner than 7 days. The lady will only give birth to one pleasure lad at a time.

    If both the unit and the wench are male, or both the unit and the wench are female, then none of the parties involved will become pregnant.

    Diseased Wench -Unit- One can elect to have a brothel create diseased wenches. Diseased wenches reduce the maximum health of the unit that lays them to 50% of their normal state with items included. Diseased wenches will still give birth to wenches, however these wenches are guaranteed to be diseased wenches. A player can tell which of it’s own wenches are diseased, however it cannot tell which of the enemies wenches are diseased. Once a unit is diseased it cannot be dispelled, if the unit lays with non-diseased wenches, the wenches become diseased.

    Neutral units will only lay with their allies’ wenches.

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  43. Unit types—A Player Determines a Unit type when a creature den is created, or when a unit is magically summoned

    A unit bonus consists of Five Slots

    1st:
    2nd:
    3rd:
    4th:
    5th:

    If one Picks from Good Bonuses/Bad Reductions category, this is the bonus for each slot

    1st:One 300% bonus
    2nd:One 200% bonus
    3rd:One 150% Bonus
    4th:One 75% Effect Penalty (0.75 multiplier on subject in question)
    5th:One 50% Effect Penalty

    If one picks from Good Reductions/Bad Bonuses
    1st: One 25% effect reduction
    2nd: One 50% Effect reduction
    3rd: One 75% Effect Reduction
    4th:One 150% Effect multiplier
    5th:One 200% effect Multiplier

    Good Bonuses/Bad Reductions

    Melee Damage Dealt (Includes healing as negative damage)
    Ranged Damage Dealt (Melee/Ranged includes spells and abilities at that range)
    Physical Damage Dealt
    Magical Damage Dealt
    Elemental Roll Bonus
    Color Roll Bonus
    Movement
    Diplomacy (As a % bonus to relevant resource weights)
    Magic Points
    Ability Points
    Physical Ability Bonus (As a % of resources invested)
    Magical Ability Bonus
    Labor Capacity
    Morale Gained
    Evil Bonus ( As a % multiplier on all evil spells)
    Good Bonus
    Structure Stat Bonus (200% Primary, Secondary, and Tertiary stats per resource invested)
    Energy Stat Bonus
    Luxury Stat Bonus
    Power Stat Bonus
    Wench Bonus
    Breeding Bonus ( As a % of units created)
    Vision Bonus
    Buff Duration

    Good Reductions / Bad bonuses
    Control affliction Duration
    Melee Damage taken
    Ranged Damage taken
    Physical Damage taken
    Magical Damage taken
    Morale Reduction
    Physical Ability Effect Reduction
    Magical Ability Effect Reduction (As a % of resources invested in ability)
    Defensive Elemental Roll Reduction
    Defensive Color Roll Reduction
    Physical Ability Cost
    Magical Ability Cost
    Non-control Debuff duration (Stats, damage, etc)
    Terrain Based Movement Cost
    Non-direct Damage taken ( AoE, Corpse Wall, Etc, where unit is not primary target)
    Robbery Chance (Pickpocket, Rustle, etc)

    E.G. (One can name the unit type as they please)
    Beast
    1st: 300% Movement Bonus
    2nd: 50% Control Affliction Duration
    3rd: Melee Damage delt
    4th: Evil Bonus
    5th: Labor Capacity

    ReplyDelete

  44. Going to need a new revision at this rate…

    clarification-The same effect cannot be chosen more than once in a unit type


    Caravans- clarification- Caravans are created at a stand SIMILAR to a worker creation stand (house). A Caravan is created from a caravan creation stand (corral), which can be composed of up to 64 resources and produces caravans 1/8 the rate of a normal creature den. A corral is a 4x4 unit building.


    Clarification-A caravan can carry laborers, wenches, and saboteurs, at 200% of their resource weight (excluding currency). The civilians carried count as resources and not items.

    commentary-It might be sexist that female units are unable to act for a turn in order to give birth… but it is also chivalrous to have the men protect the ladies… so…


    Baby Making War Machines- (options)- it only takes half of the unit’s movement for the turn to give birth. It can still attack and labor as normal.

    Godlike Baby Making War Machines - (option)- giving birth does not effect the unit’s ability to fight or accomplish tasks.


    ReplyDelete


  45. Clarification- Civilian Units=Laborer, Wenches, Saboteur,
    Military Units = Caravan, Unit, Hero, Mayor (effectively, Mayors still cannot fight though)

    Breeding. All units can breed. The breeding calculations are done by the same way for units composed of multiple resources.
    All units have a 50% chance to be male and a 50% chance to be female. (A caravan is genderless and can breed with either gender, a caravan ~roughly a group of horses.)

    Breeding calculations for units of one resource (Civilian Units) are the same as normal breeding (saboteur, laborer, wench). The profession of the civilian is kept if they match between the two parents. There is a 50% chance for each child of the civilians as to which profession of the parents the new civilian has.

    The base litter of a civilian unit is one. The litter multiplier still effects the number produced.

    Breed- ability / buff - two creatures breed to produce offspring, stats , resources, and colors are averaged in the offspring. The number produced depends on a luck roll and the size of the creatures involved. It takes one week for a creature to spawn from being bred. On the 7th day following when the unit was bred, the pregnant unit cannot move or attack on that turn as it gives birth.

    For Breeding two Military Units
    Resources that match in color and type are kept.
    Stats from resources are inherited, no stats are reassigned.
    For resources that don’t match in color and type, resources will be matched by color and the type becomes a 50/50 roll, given there are no matching colors, two resources of the same type and different color will be utilized, and color becomes a 50/50 roll. Given there are no matching types or colors, there is a 50/50 roll between the two resources as to which is salvaged, given there is a single resource left, there is a 50/50 roll as to whether or not the resource is salvaged. The resources are put into a 1 tile node with limited supply on the point on the map where it was salvaged and can be utilized as a normal node so long as there are resources within the node, when there are no resources left, the node disappears. Items that are in the vault of a destroyed building can be pillaged from the ruins.


    Creatures are assigned a gender via a roll. Even is female, odd is male.

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  46. For Solely one resource units ( ~Citizen Units) (wenches. laborers, saboteurs) breeding with a unit of multiple resources (~Military unit), the unit produced will always be a civilian unit of the same profession as it’s parent. For color and type, there is a 50% chance to keep the color and type of the civilian and and X/R chance to be composed of one of the resources of the military unit, where X is the number of one color type of resource in the unit, and R is the number of resources composing the unit. The roll for picking a color and type are cast until successful, the order is from greatest in concentration to least in concentration.

    Roll ; Offspring Spawned
    1 : 0
    2 : 1X
    3 : 1X
    4 : 2X
    5 : 3X
    6 : 4X

    X is Determined by the Size
    Creature Size : Litter Multiplier (X)
    1-8 : 8
    9-16 : 7
    17-24 : 6
    25-32: 5
    33-40: 4
    41-48: 3
    49-56 : 2
    57-64 : 1


    In general, Military Units bred with Civilians will yield Civilians. Military units bred with military units will yield Military units. The exception to this is with Heroes. Heroes must be bred with other heroes in order to produce a hero, Heroes breeding with units will produce a unit with the Hero treated as if it were a normal unit.

    Hero+Hero = Hero
    Hero+Unit = 100% chance unit
    Hero+Laborer = 100% chance Laborer
    Hero+Wench = 100% chance Wench
    Hero+Saboteur = 100% chance Saboteur
    Hero+ Caravan = 50% chance unit 50% chance caravan
    Hero+Mayor = 100% Mayor
    Unit + Caravan= 50% chance unit 50% chance caravan


    All pregnant units lose the ability to move, attack, and work on structures on the turn that they give birth. (Using the word labor in place of “work on structures” would have been ironic). The birthed unit(s) appear on the adjacent tiles when it is possible. when there are more brood spawned than there are adjacent unoccupied tiles, then Burrowing occurs.

    Inherent-Burrowing- Units birthed from pregnant units appear in a square tunnel that is the size of 200% the area of all of the units. The units can create a ladder out of the tunnel so long as they have not already left the tunnel, regardless of being able to perform labor or not. The burrow collapses after all units inside have escaped.

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  47. Thorough-breeding- inherent- When units are bred, there is a 1/64 chance that a resource will become a thoroughbred resource, a Thoroughbred resource offers 500% statistical gain when compared to a normal resource, much like a divine resource. The stats that the original resource had are passed down exactly, where each stat (meaning substat,secondary stat, and tertiary stat) the resource had allocated now allocates 5 of that stat. These only count as one resource in terms of base resource weight limit. There is a 50% chance for each thoroughbred resource that when a unit is bred, the brood of the unit will retain the status of that resource as thoroughbred. The other resources composing the unit also have the same 1/64 chance to become a thoroughbred resource.

    Thoroughbred resources are rolled as determined by the size of the litter, the multiplier roll multiples this number. (E.g. Upon impregnation, a 30 resource unit rolls three thoroughbred resources for one of it’s brood and one thoroughbred resource each for two others. The base litter of a 30 resource creature is 5 units. The roll multiplier is 2x, so of the 10 units that spawn, two will have three new thoroughbred resources, and four will have one new thoroughbred resource.)

    If a laborer is a thoroughbred laborer, the laborer has 500% labor capacity, 500% resource carrying capacity. Benefit from currency is also multiplied by 500%.

    If a wench is a thoroughbred wench, the Pleasure buff that the wench provides now raises base health including items to 350% by the same calculations.

    If a diseased wench is thoroughbred, the Diseased debuff it inflicts now reduced base health including items to 20%, the wench can change its apparent color to enemies much like a saboteur, it will not appear as a diseased wench to the enemy, it provides sight to the enemy player who matches the color it is showing, and it can force units to lay with it.

    If a saboteur is thoroughbred, it provides 500% increase to it’s effect. Receives 250% of it’s base movement (with the option of using 100% when in sight of the enemy player whose color it is showing), increases the effect of currency it holds by 500%, and will not die until the 5th enemy saboteurs has died trying to kill it. (Thoroughbred saboteurs still will mutually kill another thoroughbred saboteur without any prior attempts)

    A thoroughbred caravan receives 500% bonus to stats like any other unit. It also receive an additional X/R x 5 movement where X is the number of thoroughbred resources composing it and R is the total number of resources composing it. A thoroughbred caravan receives 500% additional carry limit for each thoroughbred resource.


    Master Craftsman / Master crafted Items - A thoroughbred laborer is a master craftsman. He can labor upon a stack of 5 resources of the color and type that he is to turn those 5 resources into a Masterful Resource of that color type. It takes one week of uninterrupted labor to turn the stack of 5 resources into a Masterful Resource. Masterful Resources can only be labored upon by Thoroughbred laborers of the same color and type. Masterful Resources can only be used in the construction of Master Work Item Creation Stands (Master Smithy). Master Work Items contain Masterful resources, and these are similar to divine resources in that they provide 500% statistical bonus. Item Effects from Master Work Items are not different than from normal items, but every Masterful Resource composing a Master Work Item grants it 5 levels to add to any item effect(s) in place of the normal one per resource. Master Work Items still have the normal cap of resources, 64 per item. Master Work Items are created by the Master Smithy at the same rate normal items are created by a normal item creation stand (Smithy). Normal resources can be added to a Master Smithy, however they still count as a resource invested and only provide the normal (100%) amount of benefit.

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  48. Clarification- Retention of Thoroughbred resources -

    If one parent has a thoroughbred resource and the other does not. There is a 50% chance to keep the thoroughbred resource per each resource under the category.

    If both parents have thoroughbred resources that match in color and type. There is a 100% chance that the thoroughbred resources are passed down to the children.

    If both parents have thoroughbred resources, but they do not match in color type, the following applies.

    For thoroughbred resources that don’t match in color and type, thoroughbred resources will be matched by color and the type becomes a 50/50 roll. The result of this roll has a 100% chance to be passed down to the child.

    Given there are no matching colors, two thoroughbred resources of the same type and different color will be utilized, and color becomes a 50/50 roll. The result of this roll has a 100% chance to be passed down to the child.

    Given there are no matching types or colors, there is a 50/50 roll between the two thoroughbred resources as to which is passed down to the child. The result of this roll has a 100% chance to be passed down to the child.

    Given there is a single thoroughbred resource left, there is a 50/50 roll as to whether or not the resource is passed down to the child.

    This roll sequence of determination occurs per child in the base litter.


    Well.. sloppy copy paste on my part, but try number two…

    For Breeding two Military Units
    Resources that match in color and type are kept.
    Stats from resources are inherited, no stats are reassigned.
    For resources that don’t match in color and type, resources will be matched by color and the type becomes a 50/50 roll, given there are no matching colors, two resources of the same type and different color will be utilized, and color becomes a 50/50 roll. Given there are no matching types or colors, there is a 50/50 roll between the two resources as to which is retained by the children. given there is a single resource left, there is a 50/50 roll as to whether or not the resource retained by the children.

    ReplyDelete

  49. Clarfication- On breeding Military units with thoroughbred civilian units.

    50% chance to for the child to be the thoroughbred resource composing the civilian
    X/R chance for the child to be composed of a thoroughbred resource composing the military unit where X is the number of thoroughbred resources composing the military unit and R is the total number of resources composing the military unit
    If the X/R roll is successful, then it is a Y/X Roll where Y is the number of thoroughbred resources of one type and color within the composition of the military unit and X is the number of thoroughbred resources composing the military unit. The chances are rolled per individual color type of resource and in the order of most concentrated to least concentrated until successful, repeating the process from the top down if there has yet to be a success of the Y/X roll given that the X/R roll was successful.

    If X/R roll is unsuccessful, then it follows the same means as the standard breeding equation, where Z/R-X is used, where Z is the original X in the non-thoroughbred equation and R-X is defined above.

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  50. Clarification - Unit Type of the offspring is a 50/50 coin flip between the 5 elements of the creature types of the parents. This determines which one is kept by the child. E.g (Coin flip between 1st Bonus of Unit One vs 1st Bonus of Unit two as to which is kept per child or litter set.

    Obviously, having swarms of creatures appear in a big empty building for a week does not make much sense… so here goes

    Traditional Creature Dens-Inherent- Every creature den has a den mother and a patriarch that dwell within them. The den mother and patriarch have the same stats as the building and both receive 1% benefit from all stats on items in the vault of the building in terms of combat calculations, but these stats do not effect the creatures produced. (item effects do nothing, currency does nothing, items in a vault cannot cast spells, consumables in a vault cannot be used by them. The Den Mother and Patriarch can carry items up to the carry limit and can carry and use consumables. The Den Mother and Patriarch cannot leave the Creature Den. The den mother and patriarch are both one unit in size like any other unit. The dens spawn units by the below rates. The den mother spawns a litter on the first day of every week. Units spawned by the Den Mother do not receive a roll to be composed of a thoroughbred resource. The creatures spawned, the Den Mother, and the Patriarch, are all composed of the same resources as the building. The creatures spawned, the patriarch, and the den mother all have the same base stats.

    The creatures spawned are spawned by similar rates
    Creature Den Spawn Rates.
    Roll ; Offspring Spawned
    1 : 0X
    2 : 1X
    3 : 2X
    4 : 2X
    5 : 3X
    6 : 4X

    X is Determined by the Size
    Creature Size : Litter Multiplier (X)
    1-7 : 40
    8-15 : 32
    16-23 : 24
    24-31: 20
    32-39: 16
    40-47: 12
    48-55 : 8
    56-64 : 4

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  51. Empty Creature Dens- Inherent- When creating a creature den, one can choose to create an empty creature den. One can select one of his female units and one of his male units to occupy a creature den. The color and type of the creature den must completely match a unit in order for a female unit to select to become a den mother, and for a male unit to select to become a patriarch. Once a den mother and a patriarch have volunteered, the creature den functions as a normal den. The same limitations are in place, and the den mother and patriarch receive the same 1% bonus from the vault. The color and type of a den can be more than enough, so long as the den mother and patriarch can match their resources and type 100% to the building, this accommodates breeding creatures that are different in some ways. An empty creature den can have up to 128 resources (200% normal resource), to accommodate a den consisting of two 64 unit creatures with 0 color type matches in their resource composition, the units spawned will still be composed of 64 resources. The den mother and patriarch should match in number of resources, however if they do not, the resources without a match are rolled off as single resources without a match (50% chance for each to be kept)

    The spawned creatures are individually rolled for in sets of 8, with a maximum of one set that is not 8 creatures. The litter multiplier applies evenly to all groups. All members of a set of a litter will have the same stats and composition.


    This can be advantageous, as it can breed units with thoroughbred resources, and these resources are passed down as normal. However, units spawned by the Den Mother do not receive a roll to be composed of any additional thoroughbred resources, only able to roll for the ones that originally composed the Den Mother and Patriarch.

    E.G. GS = Green Structure / RE= Red Energy /BL=Blue Luxury / PP=Purple Power

    A Den that is 20GS15RE10BL30PP can successfully create a den with a Unit that is 30PP/15RE/5GS and 20Gs/15PP/10BL/5RE.


    These Den Mothers and Patriarchs can be called Volunteer Den Mothers and Volunteer Patriarchs.

    Civilian units, Caravans, Mayors, and Heroes cannot be den mothers or patriarchs.

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  52. Mystic’s Shrine- Building- A Mystic’s shrine is a 5x5 building with an altar in the middle of it. Units A unit can change one the effects of it’s unit type by sacrificing an item at the shrine. For every (X/8) resources in the item that match the color and type of the unit, the can change one effect of their unit type, where X is the number of resources composing the unit, this number (x/8) is a minimum of one and rounds up. For every (x/4) resources in the item that match the color or type of the unit, the can change one effect of their unit type, where X is the number of resources composing the unit, this number (x/4) is a minimum of one and rounds up. A Mystic’s shrine is composed of 2 of each color type of one color of resource, for a total of 8 resources. Mystic’s Shrines can be built by laborers. A unit can only use a mystic’s shrine if the color of the mystic’s shrine matches the color that is the most populous in the unit’s base resource composition (without items). If a unit has a tie for the most populous color in it’s composition, then it can use either color Mystic’s Shrine.

    A Mystic’s shrine will also create one Mystic per week. A mystic is a military unit, being composed of 8 resources, of color and type that match the Mystic’s shrine. A mystic does not attack, use spells, or abilities, but it can change up to 32 effects of units per turn. A unit must be within melee range in order to have one of the effects of it’s unit type changed. A mystic has 200% movement of a normal unit. A mystic is treated like a military unit composed of it’s 8 respective resources for any combat calculations. A mystic can carry one item, however the item cannot cast damaging spells.

    ReplyDelete
  53. clarification-The children of a Mystic will be military units unless both parents are Mystics, in the case that they are both Mystics, then the child is also a Mystic.


    Clarification (Civilians do not have combat stats, they simply have health provided by the resource they are composed of at the same rate a unit does. Civilians still have Humor (morale).)

    Clarification- A saboteur can kill civilians. This does not break the illusion of what color they are showing, nor does it end their turn. Attacking costs the saboteur one movement.

    Clarification - Reveal also shows the true color of any saboteurs in the radius.

    Clarification - If an allied saboteur impregnates an or becomes pregnant by enemy civilian, and the child is born a saboteur, the child is born allied to the saboteur’s true player color, and is born showing the player color of the mother. If the child is a laborer or wench, the child is allied to the enemy civilians color.

    Clarification- If a wench is impregnated by an enemy, the unit is allied to the wench. If a pleasure lad impregnates an enemy, the child is a neutral unit.


    Wench Humor
    Father/Birth a child - +8 humor
    Seeing an enemy hero die- +8 humor
    Seeing an enemy unit die- +4 humor
    Pleasure a Military unit - +4 humor
    Pleasure a Civilian - +2 humor
    Seeing an allied unit die - -4 humor
    Seeing an allied hero die -8 humor
    See an allied Civilian die or be abducted - -8 humor
    Become Diseased -64 humor.
    See the allied mayor die- -64 humor


    Saboteur Humor
    Birth/Father an allied child - +8 humor
    Seeing an enemy hero die- +8 humor
    Seeing an enemy unit die- +4 humor
    Kill an enemy civilian- +4 Humor
    Sabotage a building - +4 humor
    Seeing an allied unit die - -4 humor
    Seeing an allied hero die -8 humor
    See an allied Civilian die or be abducted - -8 humor.
    Birth/Father an enemy child- -8 humor
    See the allied mayor die- -64 humor

    Mystic Humor
    Birth/Father an allied child - +8 humor
    Seeing an enemy hero die- +8 humor
    Seeing an enemy unit die- +4 humor
    Kill an enemy civilian- +4 Humor
    Perform Mystical Duties - +1 humor
    Seeing an allied unit die - -4 humor
    Seeing an allied hero die -8 humor
    See an allied Civilian die or be abducted - -8 humor.
    See the allied mayor die- -64 humor

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  54. inherent-A male unit has a 1/(X) chance of impregnating a unit upon laying with them or attempting to breed with them. X is the number of units it has successfully impregnated in the last 7 days (turns). If X is 0, then the impregnation is 100% successful. This number is before the impact of roads (As a 400% road simply multiplies the movement cost by 0.25), but after the impact of stats and buffs impacting movement.

    inherent - It costs a male one movement to lay with another unit. It does not cost a female any units of movement to be laid. A pleasure lad is the only unit that can lay with females without it costing movement. This number is before the impact of roads but after the impact of stats and buffs impacting movement.

    Inherent- a female can spend one unit of movement to effectively decrease the amount of units that the male unit laying with her has impregnated in the last seven days by one. The number of of successful impregnations cannot go below 0, and the only limit to the amount it can be decreased by is the amount of movement the female unit has. but after the impact of stats and buffs impacting movement. After being laid, the male’s number of successful impregnations normal, and if the female was successfully impregnated, then that number is added to the total, obviously. The movement cost is calculated before the impact of roads but after the impact of stats and buffs impacting movement. Get those performance potions.

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  55. typo- the male’s number of successful impregnations -reverts to-normal

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  56. Masterful Resources can also be used to create Masterwork Consumables along the same criteria as masterwork items.

    Necromancy does not work in the 0 realm

    Summoned Magical Units and Summoned Undead Units have the same alignment as the unit that summoned them. The actions of the summoned units effect the alignment of the unit that summoned them so long as they remain under the control of the unit.

    Magically summoned units become neutral creatures if they leave a chain of sight of the caster that summoned them.


    False Flag wenches and saboteurs appear to the enemy as their own laborers and wenches that have use all of their labor and movement for the turn.

    The effects of items that are inside of a caravan do nothing. A caravan cannot equip items. A caravan can be the target of the ability heist.

    Ability- Summon Road- a Road is summoned, the cost of the ability is 0.25X / TD , where X is the strength of the road in resources, T is the number of road tiles summoned, and D is the duration of the spell. The caster can lay the road tiles anywhere in line of sight, and the road can be lain under units. The road is composed of the same color resources as the spell, a mixed color spell, the color is split evenly. The road cast must be whole numbers. (cost resource ~have resource in spell and use magic/ability points) E.g. One tile of 4 strength road cost ones resource per turn, one tile of 8 strength road cost 2 resources per turn. One resource grants four tiles of 1 strength road for one turn, etc. (Cheers to all of you using the Physical Cast Road ability, it’s always handy to be able to make some Road-in-a-Bag from the dirt, leaves, and corpses around you. )

    Option- Experience Mode- Units gain one experience point for every resource composing the unit that they kill. Every 4 experience points yields one substat, secondary stat, or tertiary stat of choice. These stats do not count as resource weight or towards resource cap.

    Inherent- Currency grants wenches a 2% multiplicative bonus to the pleasured buff the grant other units. Pity on the children born of a Hero and a wench prettied by 117 shekels.

    Inherent- for fairness sakes, there Temple of Pallas holds both the pleasure palace and the house of phallus. A female unit can be pregnant with both a civilian and a unit at the same time. The pregnancies are independent from each other, can occur separately, and still operate under the same conditions. (The ladies may not see as much breeding action as the choice males, but this sounds better than having a lady that can take the seed of 40 men in a week and birth the majority of them successfully.) Both births can occur on the same day with the same consequence… so try to get pregnant on the same day, as it only has 50% of the downtime that way, which means 20% more warfare! Some times a lady seems like she would die without the occasional rendezvous with a Pleasure Lad, there’s no shame in that.

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  57. Undead and Magically summoned units cannot impregnate units, nor can they be impregnated. They can still benefit from being pleasured though.

    Divine units can be breed by the same standards that units breed.

    Inherent- If the mother is a neutral unit and the father is not, the units will be allied with the mother. If the father is a neutral unit and the mother is not, the units will be allied with the mother.

    Seduction- inherent- Once can use diplomacy to coerce a unit to breed with you (the unit using the ability). This motive doubles the amount of effective resources in the diplomacy ability for the calculations. (It is twice as easy to convince a neutral unit to breed with you as it is to have it join your allegiance.)

    Inherent- Units are born without any items or consumables.

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  58. Clarification- A diseased unit laying with a non diseased wench will not receive the pleasured buff. The wench will catch the disease. A diseased wench does not give the pleasured buff.

    Aging (Youth)-Option- Newborn units only have the base HP and Movement of a Civilian on the turn that they are born, and the subsequent turn. These units can be carried by units and caravans as if they were Civilians. The units gain ([1/5] / [1/10] / [1/20]) of the strength of their resource composition per day, reaching full strength after 1/2/4 week(s). Civilian Units can do nothing except move until they are 1/2/4 week(s) old.

    Aging (Old Age) - Option- Units die from old age after becoming 3/5/10 years old, a year is 365 turns (days) long. A turn is finished when all of the players and neutral factions have had the opportunity to move, utilize, and attack all of the units that they desired to (Had an opportunity to use the movement etc. of all of their units and chose to end their turn).

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  59. Obviously a unit being pregnant with both a civilian and unit only occurs in military units. Civilians cannot become pregnant with military units.


    Clarification-Unit type effects- obviously there are just multiplicative bonuses applied to the raw output that would be true were the bonus not triggered.

    Looking at unit type effects, seeing some dastardly shenanigans. Some effects were minimally impactful.. so…

    Inherent-Some unit type effects only work one way. Mainly Good Bonus and Evil Bonus, there was little detriment to most play styles of units, so these cannot be used for the two detriment slots. Wench bonus still feels strong enough to work as a detriment…Somebody’s got to pleasure the horses! ( Yes, caravans can breed and impregnate units)


    Clarification on Unit Pregnancy. A female unit can be pregnant by civilian and a unit at the same time, the pregnancies are independent. Unit fertility is about the same as a hero.

    Hero+Unit = 100% chance unit
    Unit+Laborer = 100% chance Laborer
    Unit+Wench = 100% chance Wench
    Unit+Saboteur = 100% chance Saboteur
    Unit+ Caravan = 50% chance unit 50% chance caravan
    Unit+Mayor = 50% chance unit 50% chance mayor
    Caravan+Caravan = 100% chance caravan
    Mayor+Caravan = 50% chance mayor 50% chance caravan
    Mayor+Mayor = 100% chance mayor

    Mayor + Civilian and Caravan+Civilian is the same as Unit, it creates the type of civilian that impregnated it or was impregnated by.


    Clarification- Only diseased wenches give birth to diseased wenches. Clean wenches give birth to clean wenches. Other Civilians can also become diseased. Civilians can also benefit from the pleasured buff. A wench only receives the pleasured buff if it lays with another wench, with Wench A inducing pleasure as if Wench B were a unit, by the same calculations, and vice versa. (sadly the buff will not prevent the unit from being killed by 99.99% of units.)


    Clarification- I couldn’t find it anywhere. So again, one resource provides a base HP amount. A unit receives 50 HP per resource in it’s composition, a hero receives 100 HP per resource in its composition. and a Building receives 500 HP per resource in its composition.

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  60. insight- If you live in a country where homosexual debauchery is frowned upon… When a wench or pleasure lad pleasures a unit of the same sex, they totally just have a toke and lay on the grass, play hacky sack, relax over some drinks, give a massage, or anything else that is pleasurable. Totally serious... that's all that happens...

    Hint- Polygamy can be very advantageous.

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  61. Inherent - Invalidity- There is a 1/64 chance per normal resource in a unit that the resource is passed down as an invalid resource. The invalid resource only provides 50% of the stats, substats, secondary stats, and tertiary stats of a normal resource. Effectively the statistics the resource originally provided are halved. Invalid resources are inherited by the same calculations as thoroughbred resources.

    For more clarification, just read what is written about thoroughbred units and breeding, and replace thoroughbred with invalid.


    If a laborer is An Invalid laborer, the laborer has 50% labor capacity but retains100% resource carrying capacity. Benefit from currency is also 50% of normal. (Partial Labor accomplished carries over through turns, channel labor for two turns to accomplish one unit of labor)

    If a wench is An Invalid wench, the Pleasure buff that the wench provides now only heals a unit up to 75% of it’s base health including items.

    If a diseased wench is Invalid , the Diseased debuff it inflicts now reduced base health including items to 20%, however, the wench only has 50% of it’s original movement.

    If a saboteur is Invalid , it only provides 50% to it’s effect. Receives 100% of it’s base movement, and decreases the effect of currency it holds by 50%, and is not able to kill enemy saboteurs that attempt to kill it unless the saboteur trying to kill it is also invalid. An invalid saboteur has its false flag removed if it ends its turn in melee range of an enemy unit. (Partial Sabotage accomplished carries over through turns, collect enough sabotage fractions to successfully sabotage)

    An Invalid caravan receives 50% bonus to stats like any other invalid. An invalid caravan has it’s total carrying capacity reduced by 1.5% for each invalid resource composing it. An invalid caravan only receives 50% of the bonus from currency that a caravan normally receives. An Invalid caravan receives 50% of the carry limit for each Invalid resource.

    An invalid mystic can perform it’s mystical duties 2 less times per invalid resource composing the unit, and receives 2 less movement per turn per invalid resource composing the unit.

    Invalid units and partially invalid units receive full benefit from buffs, items, item effects, and anything besides what is mentioned above.

    Ability- Blight- Blight can only be cast by invalid units, the cost of the ability is the resource weight of the caster, matching color and type. If the caster is male, this spell finds the nearest unit that is not pregnant and attempts to impregnates it. The chance of success is X/Y where X is the number of resources composing the unit and Y is the number of resources composing the target. If the caster is female, this spell has a 50% chance of impregnating a male if the cast is successful. 7 days after being impregnated, the children are birthed by the male, and this deals 10X damage where X is the sum number of resources composing the litter. This can kill the male. The breeding calculations are done as normal. The units birthed are allied to the unit that births them.

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  62. Damn it realism… invalids hardly seemed handicapped, so here comes the challenge.

    Inherent- Invalid Unit type effect- An invalid has a 4X/R chance to be trifled with an invalid unit type effect (Handicap), where X is the number of invalid resources composing the unit and R is the number of resources composing the unit. Chance above 100% is guaranteed, where the excess chance that is not 100% is a roll.


    A unit will inherit the handicap when possible. If the unit gains a handicap, and the parents do not have enough to donate, then the roll takes effect.

    A number 1-23 is rolled when the Invalid Unit Type Effect becomes a fact, this represents the handicap the unit is given.

    If one is trifled by Good Bonuses/Bad Reductions category, this is the bonus for each slot

    Invalid:One 50% Effect Penalty

    If one is trifled by Good Reductions/Bad Bonuses

    Invalid:One 200% effect Multiplier





    Good Bonuses/Bad Reductions

    1.Melee Damage Dealt (Includes healing as negative damage)
    2.Ranged Damage Dealt (Melee/Ranged includes spells and abilities at that range)
    3.Physical Damage Dealt
    4.Magical Damage Dealt
    5.Movement
    6.Diplomacy (As a % bonus to relevant resource weights)
    7.Magic Points
    8.Ability Points
    9.Physical Ability Bonus (As a % of resources invested)
    10.Magical Ability Bonus
    11.Vision Bonus


    Good Reductions / Bad bonuses
    12.Control affliction Duration
    13.Melee Damage taken
    14.Ranged Damage taken
    15.Physical Damage taken
    16.Magical Damage taken
    17.Physical Ability Effect Reduction
    18.Magical Ability Effect Reduction (As a % of resources invested in ability)
    19.Defensive Elemental Roll Reduction
    20.Defensive Color Roll Reduction
    21.Physical Ability Cost
    22.Magical Ability Cost
    23.Terrain Based Movement Cost

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  63. Clarification- Obviously, with the youth option enabled, units that are not mature cannot impregnate units nor can they be impregnated

    Typo in Blight- The chance of success is X/Y where X is the number of resources composing the ~ability~ and Y is the number of resources composing the target.

    More about Blight~Blight cannot be cursed. However, given a cast of Blight has more than a 100% chance of success, the extra resources carry over and afflict the closest applicable unit to the target. (E.g. 64 cast of Blight afflicts a 16 resource unit, 100% success, the 48 resources carry over, closest applicable unit is a 32 resource unit, 100% success, 16 resources carry over, closest applicable unit is another 32 resource unit, it has a 16/32 (50%) chance of success.)

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  64. Edit- Blight should do 15x Damage in place of 10x damage, as of now, it can really only kill injured units and diseased units. This way it can kill normal units without buffs or items with a lucky roll.

    Item effect- Phoenix/Bone Dragon- Gives 1% chance per resource invested to reincarnate the unit as a Phoenix/Bone Dragon upon death. When this happens, the resources items the unit carries as it dies and the resources composing the unit now compose a single unit, the item effects of the items are now inherent with the unit, the stats translate 1:1. The unit does not leave a corpse. The Phoenix/Bone Dragon keeps it’s unit type effects. The Phoenix/Bone Dragon item effect will not trigger if the Phoenix/Bone Dragon is killed. A Phoenix counts as a magically summoned unit, and a Bone Dragon counts as an undead unit. Phoenixes and Bone Dragons are neutral when spawned, can be swayed via diplomacy. When a Phoenix or Bone Dragon is killed, they leave behind an Ash Pile/Bone Pile, players can choose to sacrifice units on top of the Ash Pile/Bone Pile, and once the number of resources composing units sacrificed matches or exceeds the original composition of the phoenix or bone dragon, the Phoenix/Bone Dragon returns to life as a neutral unit. The Phoenix/Bone Dragon does not keep it’s original stats when this happens, instead, it uses the stats given by the resources of the units sacrificed. The Phoenix/Bone dragon keeps it’s inherent item effects when it is reincarnated. One can only sacrifice magically summoned units to add to the resources of an Ash Pile to resurrect a Phoenix, and one can only sacrifice Undead units to add to the resources of a Bone Pile to resurrect a Bone Dragon.

    Oh Yeeaahh!!- (Ability) - Gives an (X/Y)/B chance to successfully move through a wall of a building, where is the number of resources composing the ability, Y is the number of resources composing the unit, and B is 1% of the number of resources composing the building added to the number of resources composing items in the building’s vault. The unit must be in melee range of the wall. This ability leaves a permanent hole in the wall that can be repaired by laboring 2 resources into the hole.


    Keen Eyed- Item Effect- Gives the unit the ability to detect all all camouflaged units and traps area in an X/16 radius, up to a strength of X, where X is the number of resources invested in the item effect. This effect does not provide visibility.

    Strike Phasing - Item Effect- Gives the attacks of the unit a 1% chance per resource invested to cause the unit’s attacks to hit all targets behind the target in a line that connects the caster, the target, and the end of the casters personal vision. This effect can cause friendly fire. This effect does not reduce the damage output against any of the targets that are hit.
    (Line Example. (A-H 1-8 grid) Unit attacks from A1 to B3 as a ranged attack. Strike phasing is successful. The attack traveled one unit over right, one unit diagonally downright to strike the target. This pattern continues as the attack’s path until the end of the units personal vision, striking all units that are in the line created.)

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  65. Spell Steal - (ability) - steals a chosen buff from an enemy unit and places it on a target allied unit in range. The buff must have been cast from an ability, so this excludes the pleasured buff and consumables. This can also steal buffs (debuffs) from allies and apply them to enemy units in range. The cost of this ability is X where X is the number of resources effectively composing the spell. Effective composition means, that were a 64 resource buff cast to last for 4 turns, and one spell steals it on the 3rd turn, it has used half of its buff already, and now it’s effective resource composition is 32 resources. When one spell steals a curse, the ability still keeps its status as a curse,and there is not a second base reduction of resource composition. (E.g a 64 resource debuff is cursed and afflicts a unit at 32 strength, this spreads to another unit at 16 strength, the cost to spell steal the debuff now consisting of 16 strength is only 16 resources, and the curse is applied to the enemy without a 50% reduction.)

    Dominate Magic- (ability)- This ability takes control of an enemy summoned unit. The cost of this spell is 8X/R where X is the number of resources composing the spell and R is the number of resources composing the unit. The amount of resources composing the spell is subject to a color roll of the ability cast against the target. This ability can be cursed. The summoned units still become neutral units if they leave a chain of sight of the unit that used Dominate Magic on them.

    Amplify Magic/Physics - (ability)-This provides a 6% bonus to Magical/Physical Damage Dealt and Magical/Physical Damage received per resource invested in the spell. This works as a buff, and can have the effect split over multiple turns, by the same rates as normal. This is a multiplier applied to whatever the damage would have been were this buff not active. (E.g. level 64 Amplify Physics can be spread out into a 192% bonus to Physical damage dealt and received for two turns)

    Dampen Magic/Physics -(ability)- This provides a 1% reduction to Magical/Physical Damage Dealt and Taken per resource invested. The maximum reduction provided by this spell is 80%, any additional resources can be used to elongate the duration.



    Amplify Color - (ability)- This provides a 8% bonus to Color rolls. This bonus is simply multiplied with the color roll. (E.g. Level 2 Amplify Color (1.16 x Color Roll))

    Dampen Color -(ability)- This provides a 1% reduction to color rolls. This bonus is simply multiplied with the color roll. This effect cannot bring a color roll below 0.5. The excess reduction is wasted.

    Amplify Element -(ability)-This provides a 4% bonus to Element rolls. This bonus is simply multiplied with the element roll. (E.g. Level 4 Amplify Element (1.16 x Element Roll))

    Dampen Element-(ability)- This provides a 1% reduction to Element rolls. This bonus is simply multiplied with the element roll. This effect cannot bring an element roll that was not zero below 25% of the original color roll. The excess reduction is wasted. (E.g. Level 32 Dampen Element (0.68x Element Roll))

    Amplify Morality-(ability)- This provides an 8% bonus to the effects of morality per resource invested.

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  66. Summoning Limits-Inherent- If a summoning spell is too strong to utilize normal units, as units summoned by the caster must be within a chain of sight of the caster prior to the existence of the units, then this puts a hard limit on the number of creatures summoned to the number of unoccupied tiles within the chain of sight of the caster. If the amount of resources composing the spell still exceeds the limit of normalcy, then summoned masterwork items accompany the unit, and if neccecary the summoned units have thoroughbred resources when the unit is magically summoned, and divine resources when the unit is summoned via traditional summoning. Summoned Masterwork items meet the strength of the spell at 500% resource weight per resource, and units summoned with thoroughbred or divine resources also medt the strength of the spell with 500% resource weight. (~Limit of Unit Normalcy~64 resource unit + 8x64 resource items ~448 resource weight) (E.g. One open tile in chain of sight of the caster, Summoner and ally trapped in an alley between buildings and surrounded by enemies. (If a summon is cast with effective resource weight after calculations above 448 resources, then the summoned unit begins to receive one thoroughbred resource in its composition for every 5 resources in the effective weight of the summoning spell. If this spell exceeds 832 effective resource weight, (320 base + 64x8 items), then the Unit receives masterwork resources in its items for ever 5 resources in the effective weight of the spell, if the spell Exceeds 2880 effective resource weight in the above scenario (320 Base+ 5x64x8), then the excess is wasted as no stronger unit can be summoned, and there is no tile for additional units.)(Once past the limit of normalcy, the thoroughbred/masterwork resources must be whole, so having an effective roll of 452 resources ~4 above normalcy, will simply waste the 4 excess resources, with the first thoroughbred resource being added at 453 ~5 above normalcy.)(Consumables do not count as weight on a summoned creature, and can easily be summoned regardless.)

    Elaborating, Magically Summoned units receive Thoroughbred/masterwork resources when necessary

    Summoned undead units can receive thoroughbred, divine, or a mix of both types of resources when necessary. (As both types are retained upon death. And Masterwork items still have their 0 realm counterparts.)

    Traditionally Summoned units receive Divine resources when necessary, however given that the |2| player has thoroughbred resources composing units or masterwork resources composing items these can be used at the same rate. (Any substantial accrual of thoroughbred or masterwork resources would be a tedious endeavor that is completely unnecessary for a |2| player, as they can simply will themselves upon resources to turn them into divine resources.

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  67. Necromantic Procession- Necromancy will search for an applicable unit, as units keep thoroughbred resources in death and 0 level items will mirror their |1| level counter parts including their masterwork resources. If no collection of units exists that matches the summon strength and including actively carrying fitting items in the 0 realm, then items teleport from anywhere on the map in an attempt to fix this. Items that are not carried by units (in vaults, on ground) are exchanged with items carried by the possibly applicable units in an attempt to meet the strength. If this cannot be accomplished, Units from the |2| realm that still dwell in the |2| realm are instantly killed and are now viable summons through necromancy by being dead. If this does not accomplish this still, Items from the |2| realm are damned and now become 0 realm items. If this still does not meet the summon strength correctly. A new unit(s) is created in the |2| realm, given fitting items, killed, the items are damned, the unit and items appear in the 0 realm, the items are transferred to the unit(s) by the above means, and then the unit(s) is successfully summoned. A |2| player cannot deny this or stop this from occurring.

    Traditional Summoning Procession-Traditional Summoning will first ask the |2| player to contribute, allowing the |2| player to choose which units it sends to the |1| realm so long as the group the |2| player sends meets the summoning strength of the spell. The |2| player that determines this is the one that lords over the 4 kingdoms that the unit currently is located in. If the respective |2| player cannot or does not, this allows any |2| player fulfill the role. If no |2| accomplishes this, then the following occurs.

    The spell will search for an applicable unit(s) in the |2| realm. If no collection of units exists that matches the summon strength and including actively carrying fitting items in the |2| realm, then items teleport from anywhere on the map in the |2| realm in an attempt to fix this. Items that are not carried by units (in vaults, on ground) are exchanged with items carried by the possibly applicable units in an attempt to meet the strength. If this still does not meet the summon strength correctly. A new unit(s) is created in the |2| realm, given fitting items and is successfully summoned. A |2| player can attempt to deny this or stop this from occurring, however, for fairness sakes, this is a 50/50 chance as to whether or not the |2| player is successful in stopping this. (This is the order of occurrence, once the summoning strength of the spell has been met, the |2| player makes the decision, and the process is finished at that time.)

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  68. Pleasure Paths- inherent- A tile will receive a stack of trampled every time a unit moves onto it. Once the tile reaches 32 stacks of trampled, it becomes a pleasure path. Upon reaching 64 stacks of trampled, it becomes a level two pleasure path, and so on. There are 8 levels of a pleasure path. A pleasure path provides 25% of the bonus that a road does. A the color of a pleasure path for road calculations is the same as the color of the tile.





    Clarification - on item effects, the “number of resources invested in the item” should likely say “number of resources invested in the item effect” the majority of the time.

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  69. Clarification- In order to keep Traditional summoning and necromancy on par with Magical summoning, If a unit is forcefully created through the necromantic procession or traditional summoning procession, the unaccounted for resources composing the unit match the ability by color and type of course. The |2| player decides the unit type effects, substats, secondary stats and tertiary stats of the unit. However, if the |2| player has no interest, then the summoner can allocate the unit type effects, stats, substats, and tertiary stats as he pleases.

    If an item is forcefully created through the necromantic procession or traditional summoning procession, the resources composing the item match the unaccounted for resources composing the ability by color and type of course. The |2| player decides the substats, secondary stats and tertiary stats, and item effects of the item. However, if the |2| player has no interest, then the summoner can allocate the item effect(s), substats, secondary stats and tertiary stats as he pleases.

    When summoning magically summoned units the resources composing the unit match the resources composing the ability by color and type of course, however, the summoner can allocate the unit type effects, stats, substats, and tertiary stats as he pleases.

    When magically summoned creatures come with items the resources composing the item match the resources composing the ability by color and type of course, however, then the summoner can allocate the item effect(s), substats, secondary stats and tertiary stats as he pleases.

    When summoning magical consumables the resources composing the consumables match the resources composing the ability by color and type of course, however, then the summoner can allocate the consumable effect(s), as he pleases.

    When summoning magical items the resources composing the item match the resources composing the ability by color and type of course, however, then the summoner can allocate the item effect(s), substats, secondary stats and tertiary stats as he pleases.

    When summoning Divine consumables the resources composing the consumables match the resources composing the ability by color and type of course, however, then the |2| player can allocate the consumable effect(s), as he pleases. Summoning of divine consumables follows the traditional summoning procession using consumables in place of the word unit(s).

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  70. Clarification- Dominate Magic - R should say “The resource weight of the unit with items included (Divine/Masterwork/Thoroughbred Resources count as 500% the weight of a normal resource)

    Simplicity-Terminology- - The term “Dominus Resources” can apply as the resource group composed of Divine/Masterwork/Thoroughbred resources It is a pain to write all three of those words out every time, and they are similar.

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  71. Game Mode- Wizard Chess- This occurs on a 50 x 50 unit board.
    The board is essentially composed of 10 5x5 unit squares. There are 8 starting positions. No units start in the top or bottom horizontal row of 5 x 5 unit squares. Units start in the first two and last two columns, with no units in the top or bottom row, this leaves 16 5x5 squares per side. These are starting positions. A unit starts in the center of it’s square.

    Terrain is random, and is rolled by normal methods. The center tile is a mountain (Height 6), and terrain is rolled using that as the starting point.

    Each player picks two colors at the start, players can pick the same color twice, players can pick the same colors as their enemy. The player assigns one color they picked to each corner of their side of the map. Color odds are
    C1:C2:C3:C4 = 50-x:50-y:50-z:50-r

    where x is the distance from the corner of color 1, y is the distance from the corner of color 2, z is the distance from the corner of color 3, and r is the distance from the corner of color 4. Distance is the distance, using diagonals where applicable to ensure the shortest possible distance.

    Players pick 4 colors at the start. They do not have to match any corner color. Players can pick the same colors twice, thrice, and even 4 times. Players can pick the colors their opponent picks.

    Each color is given an even 25% of the total resources in the resource bank. So with 672 total resources per player, each color picked gives 168 resources.

    Resource type is even down the middle, with 25% of the resource bank being that type. This gives a player 42 of each color type of resource per color picked to invest in their units.

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  72. Wizard Chess Continued
    _____



    The resource bank is what determines what resources the player has available to compose their units with.

    A player also receives an item resource bank. This bank receives 50% of the resources that the unit bank does. Each unit can carry one item. A unit does not have to carry an item.

    As a player can have 3 of their units have inherent 100% evasion and 100% magic resist, and 2 more of the player’s units can achieve 100% evasion and 100% magic resist through items. All units have an inherent 10% true strike effect to avoid stalemates.

    A player composes it’s units before the game starts. These units are independent of each other and can all be different from one another. One assigns each unit it’s substats, secondary stats, and tertiary stats independently, as well as it’s unit type effects.

    A player composes it’s items before the game starts. These units are independent of each other and can all be different from one another. One assigns each item it’s substats, secondary stats, and tertiary stats independently, as well as it’s item effect(s).


    A unit can cast all spells it can possible cast. There is no need for a spell book. There is no ability to summon more units. Units cannot breed. Resurrection is ok.



    Some spells do nothing, e.g. ghosts.

    Some spells are not allowed. E.g Summon Obstacle (No labor exists and no currency exists)
    Summoning and Non-tradtional summoning(including summon items/consumables) (not chess-like)
    the Chess ability- not allowed, would be too impactful. It is already chess anyways.
    Pacifist - Now is not the time to use that
    Evil Eye(Abusable against kings)


    All other spells seem OK, but many are worthless without |2| players.
    Some item effects cannot be used, largely do to not being chess like
    This includes
    Ghost Vessel
    Reincarnation
    Wane Face
    Mors Sin Machina
    Phoenix/Bone Dragon




    Pawn: 8x 32 resource creatures
    Rook: 2 x 40 resource creatures
    Bishop: 2 x 48 Resource creatures
    Knight: 2x 56 Resource creatures
    King and Queen : 64 resource creature each

    The types have different movement styles.

    Pawn: 100% movement rate, 10 units per turn.
    Rook: 200% movement cost when moving diagonally, 40% movement cost when moving horizontally or vertically. 10 movement per turn.
    Bishop: 200% movement cost when moving horizontally or vertically, 40% movement cost when moving diagonally. 10 movement per turn.
    Knight: 100% movement rate, Gains 10% movement cost for every tile crossed horizontally or vertically. Gains 20% movement cost for every tile crossed diagonally. These two percentages are independent. P% and D%, Moving horizontally subtracts 10% of the D%, and moving diagonally subtracts 20% of the P%. The % cannot drop below 60%, which would give the knight 60% movement cost for a respective perpendicular or diagonal move.
    Queen: 40% movement cost at all times
    King. 200% movement cost at all times.

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  73. Clarification- Wizard’s Chess- A player chooses which item is given to which unit at the beginning of the game. Items can be lost, dropped, and traded like normal items.

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  74. Clarification - Wizard’s Chess- Obviously a player loses when his king is killed.

    Wizard’s (Physical/Magical) Bane -Item Effect- Deal 6% bonus physical/magical damage to Magically summoned creatures per resource invested. (Magically summoned creatures are inherently much stronger as the summoner has much more choice in what it summons. Necromancy is purely random for the most part)

    Death’s (Physical/Magical) Rival - Item Effect-Item Effect- Deal 6% bonus physical/magical damage to dead units in the 0 realm. (Does not effect undead on the |1| realms)

    (Physical/Magical) Soul Reaper- Deal 3% Bonus Physical/magical damage to undead

    (Physical/Magical) Undertaker- Item Effect- Deal 3% physical/magical bonus damage to units that are not undead or magically summoned. This is a multiplier applied to what would have been the true physical damage if this effect was not impacting damage.

    Unit Type Effect- Good Bonus- % damage done to undead
    Unit Type Effect- Good Bonus- % damage done to magically summoned units

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  75. Clarification- Blight can afflict civilian units, the breeding is done by the same standards. It of course takes one resource away from the blight wave per civilian afflicted. If the 50% chance roll for success from female to male fails, the resource(s) is spent, the blight wave moves on, and the blight wave will not target that unit again.

    Clarification- “Only invalids can cast blight” meaning any unit with at least one invalid resource in their base composition. The unit does not have to be a pure invalid.


    Salvator- Ability- This ability redirects (X/R)% of damage taken by the target to the unit that casts the spell. X is the number of resources composing the ability and R is the number of resources composing the unit with items included. This is a buff that lasts for one turn. ( (X/R) where (64/128) would redirect 50% of the damage taken by the target to the caster))

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  76. Fix- To avoid things like units composed of 63 thoroughbred resources and 1 invalid resource standing in the center of town and casting blight incessantly. The base success rate of blight is ((X-T)/R) where X is the number of invalid resources composing the unit, T is the number of Thoroughbred and Divine resources composing the unit, and R is the total number of resources composing the unit. Given that the initial ((X-T)/R) roll is successful, blight will be cast as it is written)

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  77. Clarification- Even if the initial ((X-T)/R) roll in blight fails, the ability points or magic points are still consumed by the cast. ( As is the case with all failed spells)

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  78. Clarification- In Wizard’s Chess; Players take turns moving one unit at a time. A unit can use spells and abilities until it runs out of spell and ability points, a unit can use it’s basic attack once per turn. Using the basic attack ends the players turn. Using the basic attack costs 2 movement.

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  79. Edit/Clarification-Inherent- Using a Basic attack (in the normal game) costs one movement. Abilities are already very powerful and the majority of the time will likely be stronger than the basic attack if one can identify the enemy’s unit’s element color. (As one can select the elemental type of a spell or ability willy nilly.)

    Edit/Clarification-Inherent- Using a spell or ability also costs one movement. (Too willy nilly to be able to cast many small abilities at an enemy to figure out elemental type.) (Reminder a unit can only be effected by one spell or ability granting extra movement per turn, March does not fall under this category, Haste does, as well as consumables that cast haste.)

    Inherent- one cannot see an enemy unit’s elemental color. One must figure this out. (It is too easy to pick the most powerful element every time when casting a spell or ability)

    clarification- Charge-(ability)- Ignores terrain and charges at a unit. ~Charge will perform a basic attack on the target at the normal cost of one movement~This places the unit in melee range. Charging does not cost movement, the basic attack cast by charge does cost one movement. Charge grants one tile of charge for every 4 resources composing the ability. A tile being a tile between the caster and the target. (Prior to this edit, one could cast charge one one’s own allies indefinitely to preserve movement.)

    Inherent- Allegiances-Allied Vision- When two players are allied, they can benefit from the sight of each others units. In order for Player A to receive vision from the Units of Player B, the units of player B must be within a chain of sight of a Unit of Player A. (When a player uses diplomacy to sway neutral creatures into an allegiance, the creatures effectively become the players own units, being able to command them, etc.)

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  80. Clarification- obviously buffs of the physical type can be dispelled and manipulated as any buff, regardless of actually being spells or not. I dispel rumors all the time, I dispel the errant pride of fools, I drink the confidence of mortal men, come at me.

    (Should be obvious where the inspiration for many of the abilities below comes from)

    Siphon HP/AP/MP -(Ability) The unit siphons 25HP/1AP/1MP per 2 resources invested from the target unit. The target loses the HP as HP is normally lost, and the AP/MP lost is missing from the units maximum at the start of its next turn. This spell can put a unit above it’s maximum health, AP and MP, but the bonus health /MP/AP is lost at the beginning of the caster’s next turn. This spell is effected by a color roll and an elemental roll. These rolls multiply the effective number of resources composing the spell.

    ~Many spells and abilities are likely effected from a color roll and elemental roll. I should look into this, as that part is often left out.

    Shockwave - Item Effect- Gives a 1% chance per resource invested to deal 50% of the attack damage to every unit on a tile adjacent to the target, and 25% damage to every unit within a two tile radius of the unit. Given a unit is afflicted by this damage, the damage is calculated as if it were a separate attack, full rolls and everything. The % is applied to the effective number of resources composing the attack or ability. (In a basic attack, this includes base resources, items, and buffs of the unit. In an ability this includes resources composing the ability.)

    Vitaphilic - Item effect- Gives a 2% bonus per resource invested to healing received from spells, abilities, and basic heals.

    Life-giving- Item effect- Gives a 4% bonus per resource invested to healing spells, abilities, and basic heals cast by the unit holding the item per resource invested. This does not effect healing from abilities that also deal damage.

    Napalm-(ability)-Empowers an ability to deal (X/R)% of the original damage dealt to the tile(s) effected by the ability on the subsequent turn, where X is the number of resources composing the Napalm ability and R is the number of Resources composing the enhanced ability or attack. The % damage cannot be above 100%, excess above 100% carries into an additional turn. Each time napalm deals damage, it is rolled as if it were a separate attack. Napalm strikes any unit that passes over it during its duration. It dissipates once two full rounds have passed. Napalm cannot be avoided by flying. Napalm will not effect units in a tunnel under the tile(s) effected by napalm. Napalm cannot be dispelled. Napalm cannot be killed.

    (E.g. 2 round napalm dissipates, once the (Player owning the) unit that casts it begins it’s 3rd turn following the cast.)

    (E.g Napalm with 50% effect is rolled as an attack composed of 50% of the resources of the original ability against the target)

    (E.g. 64 Napalm enhancing 32 Direct Damage Spell, deals 100% damage from the target tiles on the following turn and the turn after.)

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  81. Death Snake- ability- This ability Deals damage to units where the ability is treated as a direct damage ability/basic attack. If the target unit dies, and there is excess damage, the death snake seeks out the nearest unit (friendly fire can happen), and damages it. The snake keeps (T-D/T)% of the resources, where T is the true damage of the spell, and D is the damage it took to kill the unit. (Eg 4000-400 / 4000 ~90% of resources roll over into the new attack). The subsequent attack are treated as independent attack composed of the remaining resources and receives full rolls and bonuses. The death snake continues this pattern until there are no resources left.

    Dematerialize-ability- This ability destroys the casting unit and all of the items it carries. The resources composing the unit, effective resources composing the unit’s current statistical buffs, and the unit’s items are summated and multiplied by 500%, and this number becomes the effective base ability strength. (This does not include consumables that have not already been cast on the unit. (Held Consumables). Buffs cast by consumables do count towards this number. (Active Consumables)). This spell still benefits from item effects, unit type effects, (Non statistical) buffs applied to the unit, and all usual bonuses. The Current HP of a unit applies a multiplier of x% of the unit’s base HP (with items included) to the amount of resources composing the ability. Both magical/physical buffs do not count towards this number, however being pleasured does. (Missing HP can be subtracted from HP provided by buffs in place of being subtracted from it’s base HP if possible). The end total number of resources is the amount of effective resources a unit is able to utilize to cast an ability. This ability is not limited by spell books. The dematerialized unit can cast multiple abilities. The dematerialized unit has effective MP and AP calculated by the same standards as normal. The dematerialized unit lasts for one turn, and any MP and AP that is unused is wasted. The dematerialized unit is granted 8 movement upon casting the spell and moves by the standard rates. The dematerialized unit can attack as a normal unit does, still limited by range, movement, visibility. The unit does not leave a corpse.

    Totem- Ability- Summons a totem that performs a basic attack on all enemies in range of the totem, or a basic heal on all allies in range of the totem. The strength of the Totem is Determined by (R / S x D x R) where R is the number of resources composing the ability, S is the strength of the attack, D is the duration of the totem in turns (rounds), and R is the radius of the range of the totem. The summoner of the totem can choose unit type effects for the totem, element of the totem, and Item effects of the totem. While the totem doesn’t carry items, ever resource composing the strength totem grants it one effective resource composition that can be utilized as an item effect.

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  82. Bloodthirst-Ability- Grants the unit a 50% reduction in the movement cost of basic attacks/abilities. The success chance of this ability is (X/R) where X is the number of resources composing the ability and R is the number of resources composing the target unit. Chance above 100% carries the excess chance into subsequent rounds.

    Thirst-Ability- Afflicts the unit with a 200% bonus the movement cost of basic attacks/abilities. The success chance of this ability is (X/R) where X is the number of resources composing the ability and R is the number of resources composing the target unit. Chance above 100% carries the excess chance into subsequent rounds.

    Mage Wraith-(ability)- This causes the casting unit to become immune to physical damage. This causes the unit to take 250% magical damage. The unit cannot use physical attacks, spells, or abilities. The units basic attacks are now considered magical attacks. The cost of this spell is the resource weight of the unit. This cannot be dispelled, however, the caster can recast the ability on itself to return to a normal state.

    Dragon’s Blood -(ability)- This causes the casting unit to become immune to magical damage. This causes the unit to take 250% physical damage. The unit cannot use magical spells, or abilities. The units basic attacks are still physical attacks. The cost of this spell is the resource weight of the unit. This cannot be dispelled, however, the caster can recast the ability on itself to return to a normal state.

    Premeditation - (ability)- This spell empowers an attack, spell, or ability cast by a unit in camouflage by 3% per resource composing the ability. Using this spell does not break camouflage. Attacking still breaks camouflage.

    Silent Death- (Ability) - This spell allows a unit to attack while camouflaged and not break camouflage. Using this ability does not break camouflage. The unit will deal 0.5% damage per resource invested in the ability. This ability must be active while the unit attacks in order for it to be applied. This buff lasts for one turn.



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  83. Clarification- Premedtation and Silent death can be applied to abilities. 3% bonus from Premeditation is applied increase the effective resources composing the spell or ability. Silent Death, the 0.5% damage is applied to the effective resources composing the spell or ability.

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  84. Clarification- Premedtation and Silent death can be applied to abilities. 3% bonus from Premeditation is applied increase the effective resources composing the spell or ability. Silent Death, the 0.5% damage is applied to the effective resources composing the spell or ability.

    Clarification- A totem has health just like any other summoned unit, determined by it’s strength (resource composition).

    Enslave- Ability- This ability causes the target unit to function as an allied unit. The unit cannot attack, use spells, or abilities. The unit can still move, collect resources, and can now perform labor for every 4 resources composing items that it carries. This ability has a success rate of (X/2R) where X is the resource composition of the caster with items and buffs included, and R is the resource composition of the target with items and buffs included. The enslavement consumes the targets next turn, giving the slaver the capability to utilize its movement. One can force the enslaved unit to drop the items that it carries, as well as equip other items. Excess success rate above 100% carries over into the subsequent turns. This ability does not cost ability or spell points. To enslave a unit that is not already enslaved, a unit must be within melee range of the unit. To recast enslave on a unit that is already enslaved, the slave must be within sight of the slaver. A slave has a labor capacity of one labor per turn, given that it carries no labor. This ability is subject to a color roll, where the caster rolls against the target, and this applies to the casters effective resource composition, and the target rolls against the caster, and this applies to the casters effective resource composition.

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  85. Clarification- Slaves can be bred like any other unit. The children of slaves are slaves under the same bounds, but will return to the possession of the original owner if the slavery cast fails. A slave does not provide vision to its original owner when enslaved. A slave functions as one’s own unit, so it does provide vision to the slaver.

    When a unit is bred with a slave. The percent slave is averaged between the two parents. A unit is a slave unless it’s % slave is below 12.5%. At this point, the units that are less than 12.5% slaves are considered actual units of the player, are allied to the player, and regain the ability to attack, use spells, and use abilities.

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  86. Clarification- A slave gains 1 additional labor point per turn for each thoroughbred resource it is composed of. Masterwork items given to the slave count as if they were composed of 5 resources.

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  87. Clarification (Enslave- pick physical/magical, there is no element roll to the enslave ability. It is still effected by physical ability/magical ability/ avoidance/color resist/color bonus) the bonuses apply as multipliers to the respective unit’s effective resource composition in the calculation. Color resist multiplies as (100%-Color resist%) against all the resources composing the enemy that match that color).


    Unit type effect- Slaver/Soft-handed- % bonus to unit’s resource composition when casting enslave.
    Unit type effect- Feral/Tame - % bonus to units resource composition when the target of enslave.

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  88. Inherent- Slave Spiritual- A slave sings slave spirituals, this functions like an aura and does not cost any ability points(a slave has none inherently), these increase the base resource composition and resources gained from items by all slaves within sight of the unit by 10%

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  89. A thoroughbred slave gains an additional 1% bonus to it’s slave spiritual for every thoroughbred resource in it. A slave benefits from its own slave spiritual. (e.g slave with 5 thoroughbred resources grants 15% bonus base resources and resources gained from items to all slaves within sight of the slave.)

    Inherent- a slave can benefit from buffs cast on it. These do not impact the amount of labor capacity. Only items and thoroughbred resources do this. The buffs still count towards effective resource composition of the unit and the respective applicable fields of the buffs.

    Inherent- one can choose to take the spell book from a slave.

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  90. Inherent- Undead and Magically Summoned units cannot be enslaved

    Inherent- Traditionally Summoned Units and Divinely Summoned Units can be enslaved. Divine resources function the same as thoroughbred resources.

    Inherent- slaves do not benefit from currency

    Commentary- Obviously the classic map is far too large to be played by humans, controlling millions of units per turn isn’t feasible unless one is a computer. Try a smaller map, simply nullify the one or more of the Docitile/Decitile/Sextile category.

    Inherent- Size was a little wonky, mishmash, and self-contradicting. This fix should work.



    In Size Decending Size

    Sextogon = 42 Docitile

    One Docitile = 16 Decitile = (One (1x1) graph paper square unit on map)

    One Decitile = 16 Sextile

    One Sextile =16 Decitile

    One Deathtile = 64 unit tiles forming a square.

    One Unit tile = The size of one unit, e.g. a military unit, one side of a unit tile= a leg


    That should work.

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  91. Big brick of updates incoming!

    Wench type- inherent- the type of resource that compose a wench will effect the buff that it gives. It’s pleasured buff will give a 15% bonus to the stats gained from the primary resources given by the resource type that it is composed of. (This includes base resources, items, and buffs) (Currency provides a 0.2% bonus to this effect per unit carried.)


    An invalid wench does not give a bonus to stats

    A thoroughbred wench provides 35% bonus to the stats gained from gained from the primary resources given by the resource type that it is composed of. (This includes base resources, items, and buffs)(Currency provides a 0.2% bonus to this effect per unit carried.)


    Inherent- A brothel will produce two wenches of each color type that the building is composed of.

    Inherent- A brothel ~being a 9x9 building~ should honestly just provide two wenches per resource invested. With the color type determined by the resources invested in the brothel. A brothel can have up to 64 resources invested in it. Obviously a high level brothel will have a basement.

    Inherent- one can make tunnels out of a basement. This also creates a door where the tunnel is started.

    Inherent. One can create and board up doors in a building as one pleases. This does not cost labor or resources.

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  92. Inherent- a Saboteur does not cause collision with units when actively sabotaging a building.

    Saboteur Type- A saboteur can sabotage one resource in a building, one resource carried by a laborer, or one resource that is idle, on the ground, and not in a node per turn. The resource must match the saboteurs color type. A saboteur has a 50% chance of success when attempting to sabotage a resource that does not match color and type, but matches color or type, and a 25% chance of success when the resource attempting to be sabotaged does not match in color or type.

    A sabotaged resource provides 50% benefit of a normal resource.

    The resource that becomes sabotaged will be a regular resource, however a Dominus resource will become sabotaged given there are no regular resources. When a sabotaged Dominus resource is repaired, it returns to being a Dominus resource. This resource translates as an invalid resource in units produced by the building while the building was sabotaged.



    Patriarchs and Den Mothers, and their offspring are effected by sabotaged resources in their building, the offspring permanently inherit the sabotaged resource as an invalid resource, but the Patriarch and Den Mother lose the invalid resource when the building is repaired. The resource that becomes invalid in the Patriarch, Den Mother, and offspring will be a regular resource, however a thoroughbred resource will become invalid given there are no regular resources.

    Caravans produced by a sabotaged corral will inherit the sabotaged resource as an invalid resource.


    Heroes and Mayors recruited by a sabotaged castle have a 50% chance to inherit the sabotaged resource as an invalid resource.


    Items created by Item Creation Stands with sabotaged resources will inherit the respective sabotaged resources from the stand so long as the stand remains damaged.

    Consumables created by Apothecaries with sabotaged resources will inherit the respective sabotaged resources from the stand so long as the stand remains damaged.

    Laborers and saboteurs created from sabotaged houses have a 50% chance of being invalid.

    Wenches created from the respective sabotaged resource in sabotaged brothels have a 50% chance of being invalid.

    A sabotaged church will have sabotaged resources treated as invalid when creating portals.

    A sabotaged mages guild will have the respective resources treated as invalid in any spell books issued while the guild is sabotaged. This effects any spells and abilities cast utilizing the invalid resource, and the resource in question will effect calculations as an invalid resource.

    Mystics created by a sabotaged Mystic’s den will inherit the sabotaged resource.

    Repairing Sabotage- inherent-A laborer can repair two sabotaged resources for one unit of labor. This does not cost resources. Any unit with labor capacity can do the same for one unit of labor.

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  93. Inherent- It costs the saboteur it’s one unit of labor to kill a unit. It costs the saboteur it’s one unit of labor to sabotage a resource in a building. A unit of currency provides 4 saboteur labor per unit carried.

    Inherent- A saboteur that sabotages a building for a whole week will destroy 4 consumables, 2 items, or one unit from the total produced by the building. The unit is subtracted after the litter multiplier. This effect is multiplied by C and added to the original amount. C is equal to the amount of currency that the unit carries. (Yes, it is that man’s job to kill babies)

    There are a couple of success rolls when a saboteur attempts to sabotage a building(not the resources in the building)

    This is the first success roll. It depends on the size of the creature den.

    Creature Size : Saboteur Success Rate
    1-7 : 8/8
    8-15 : 7/8
    16-23 : 6/8
    24-31: 5/8
    32-39: 4/8
    40-47: 3/8
    48-55 : 2/8
    56-64 : 1/8

    One unit of currency will add 1/8 to the odds, but if this occurs, the amount of currency used to benefit this roll is subtracted from C in the effect of successful sabotage.

    For every saboteur sabotaging the same building, the odds are increased 1/8. The effect of each saboteur is still an independent result that cumulates additively once all pertinent calculations and rolls are accomplished. Invalid saboteurs do not add to this chance of success, however they do benefit from the increase provided by other saboteurs. A thoroughbred saboteur’s success in guaranteed, and adds 5/8 success to this roll.

    This is the second roll. It is a success roll based on color type that is applied when applicable.

    A saboteur is guaranteed to reduce the number of consumables or items produced by the building given sabotage is successfully channeled for a week.

    The saboteur has a 100% chance to be successful in reducing creatures spawned if the most populous color type of resource in the units produced matches that of the saboteur, a 50% chance if the most populous color type in the units produced matches in color or type, and a 25% chance if the most populous color type in the units produced does not match in color or type. (This chance is applied before currency multiplier, so if it is successful, all units the saboteur can possibly kill die, if failure, no units die)( An invalid saboteur has half of this chance.)

    An Invalid saboteur faces similar odds when sabotaging a Smithy or Apothecary

    The invalid saboteur has a 100% chance to be successful in reducing items or consumables created if the most populous color type of resource in the items or consumables produced matches that of the invalid saboteur, a 50% chance if the most populous color type in the items or consumables produced matches in color or type, and a 25% chance if the most populous color type in the items or consumables produced does not match in color or type. (This chance is applied before currency multiplier, so if it is successful, all items or consumables the invalid saboteur can possibly destroy are destroyed, if failure, no items or consumables are destroyed.)

    A Thoroughbred saboteur is guaranteed to be successful in reducing the number of creatures spawned.

    Inherent- It costs a thoroughbred saboteur 5 labor to kill a thoroughbred laborer or thoroughbred wench. A normal saboteur has a 20% chance to kill a thoroughbred laborer or thoroughbred wench, it still cost the saboteur 5 movement. An invalid saboteur has a 10% chance to kill a thoroughbred laborer or thoroughbred wench, this costs 10 movement. If the attempt to kill the wench or laborer fails, then the false flag of the saboteur fades, but can be cast again on the saboteurs next turn.

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  94. Inherent- A thoroughbred Mystic can change two item effects per thoroughbred resource composing it per turn, the new item effect is composed of the same number of effect points, but can be split into multiple effects provide they are composed of a total number of effect points that is the same number of effect points in the original effect.

    Inherent- The skills of a mystic are not effected by color type. Currency grants a mystic the ability to perform labor and carry resources. This allows the mystic to carry 1 resource of the color of the currency per unit of currency carried, and perform one of that color of labor per unit of currency carried.

    Inherent- A castle can only recruit mayors and heroes that have the same number of resources composing them as the castle (excluding items).



    Hero Rolling- Inherent- One can roll for a hero once per turn. A player can only recruit a hero once per week. One chooses whether or not one recruits the hero that they roll.

    Potential Hero Color is rolled the same way as mayor color. A hero is rolled with rates of 2:1:1:1:1, where 2 is the player color, and the ones are the 4 other colors present in the sextogon of the castle the mayor is rolled in. A Hero is composed of 64 resources.

    Hero Stat rolls
    A hero Rolls for stats (Resource type once color is rolled)
    Odds per resource per type
    2:2:1:1 = Structure:Energy:Luxury:Power

    Obviously, one also flips a coin to determine the sex of the hero.

    Once the color type composition of a hero is decided, the player can allocate the substats, secondary stats, and tertiary stats how he pleases if he decides to recruit the hero.

    Inherent- Mayor roll- A player can only have one active mayor. however, the player can roll for a mayor by the stander means once per turn. The player can only recruit one mayor per week. The inactive mayor can perform labor like a laborer, and can breed as normal.

    Inherent- A mayor has the same movement as a laborer, 2 base movement per turn.

    Inherent- Just for sensibilities sake, an Item Creation Stand, A Mages Guild, a Mint, and an Apothecary are all 4x4 unit buildings. A unit can access the items inside by approaching any wall of the building or going inside of the building. Giant brothels and tiny blacksmiths makes little sense. Vaults are still 1x1

    Inherent- House size- A house Can be a 2x2 unit building, cost two resources, and produces two laborers or saboteurs per week. It doesn’t make sense that only one unit can fit inside of a house when it takes two to tango.

    Inherent- one can create a door between two adjacent buildings, one could always do this, it would simply be constructing two doors on adjacent walls of two separate buildings.

    Commentary- The above house size fixes help the tower mode option a lot. Now one can stack Houses, Smithies, and Apothecaries without the vault and two staircases being on the same tile. (One would have to clear the building out to get a unit out of the building from the top floor.) Now there is room for two staircases and a vault on different tiles, and units can move out of the way of each other given that they are moving in different directions.

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  95. Inherent- in experience mode, a unit has a 25% chance to gain a substat, secondary stat, and tertiary stat by successfully performing one unit of labor.

    Inherent- Masterwork items in the vault of a building do not provide it with any of the masterwork bonus, the resources must be used to construct the building.

    Inherent - Masterwork items in the base structure of a house provide 500% of the health provided by a resource that normally composes a building. (Normally 500HP per resource in building, masterwork give 2500 HP per masterwork resource) Masterwork items in vaults only provide health to the building as if the building were a unit composed of a masterwork resource (Normal unit health is 50 per resource, Masterwork item provides 250)


    Masterwork Houses- Given one creates a house with a master work resource, this grants one 50% chance that the laborer/saboteur created by that resource color type will be thoroughbred. Given both resources composing the house are masterwork, then both units created have a 50% chance to become thoroughbred.

    Masterwork Brothels - For every masterwork resource composing a brothel, this grants two 50% chances that one wench composed of that color type of resource becomes a thoroughbred wench.

    Masterwork Mages Guilds- The masterwork resource simply functions as if it were 5 of it’s color type of resource in a Mages guild.

    Masterwork Church- The masterwork resource grants the church the ability to cast traditional summon / divine summon / necromancy as if the Church were a unit, the AP/MP returns every turn. The church can equip one item per 8 masterwork resources composing it. The units summoned appear inside of the church.

    Masterwork Mystic Shrine-The mystics created by the shrine have a 50% chance to inherit each masterwork resource as a thoroughbred resource.

    Masterwork Tower/Wall- The masterwork resource provides the tower/wall 1000% the stats that a normal resource provides a unit. A units in a masterwork tower receive 1 extra vision per 4 masterwork resources composing it, so long as the vision is legal. Units on top of a masterwork wall receive 1 extra vision for every 16 masterwork resources composing the entirety of the wall.

    Masterwork Obelisk- The Obelisk receives the standard benefit of 500% stats and 2500 health provided by each masterwork resource. The obelisk gains a 1/16 chance to breed successfully per 4 masterwork resources invested. The obelisk can breed both as a male and female unit. The breeding, pregnancy, and births of an obelisk functions the same as any other unit. The obelisk is provided 8 movement per turn once it has a single masterwork resource composing it. The obelisk still cannot move, however breeding costs a male unit one movement, so it costs an obelisk playing the male role one movement as well. Upon giving birth, stairs appear within the obelisk leading to it’s burrow where it’s young spawn. (An obelisk should already have a door, as there is a vault inside of it.)

    Masterwork Mint- A masterwork mint gains no benefit from masterwork resources if there are not 4 masterwork resources, one of each type of one color, composing the building. When the unit has proper masterwork resources, the Mint produces 5 currency for that stack level ( A level of 4 resources of one color, one of each type) of the treasury. A masterwork mint will also accrue interest on the currency in it’s vault, at a rate of 0.1% per complete Masterwork stack level, per week. The fraction of a unit of currency is lost every week, and does not accumulate.

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  96. Inherent- There is no collision between a unit and a vault, however a unit must be within melee range of the vault to access it.

    Inherent- There is no collision between a unit and stairs, a unit can choose whether or not to use the stairs. A unit standing on the stairs can be attacked by a unit standing on top of the stairs. The stairs function as terrain height 34, where the stairs go up, or 45, where the stairs go down for combat calculations, where the stairs are the 4 in both scenarios. Stairs do not carry a terrain movement cost multiplier.

    Inherent- The base terrain height movement cost multiplier for the inside of a building is 0.5. It is assumed that the building is level, with the exception of the stairs. The terrain color roll of a tile inside of a building is as if the moving unit had made a color roll against the building, so it is consistent throughout the building.


    Item effect- Chilled- Increases the movement cost of units within range of the item and within sight of the unit carrying the item by 3% per resource invested. This effects all units, including the one holding the item. This is effect is multiplied by the calculated movement cost each time an afflicted unit moves.

    Item Effect- Fervor- Decreases the movement cost of units within range of the item and within sight of the unit carrying the item by 1% per resource invested. This is multiplied by the calculated movement cost each time an afflicted unit moves.

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  97. Item Effect- Necromantic Fiat- Grants the unit a 1% chance per resource spent to grant the unit the ability to define units summoned by necromancy as specifically as units that are magically summoned. This follows the Necromantic Procession. If the chance is a failure, then the spell occurs normally.

    Item Effect- Summoner’s Fiat- Grants the unit a 1% chance per resource spent to grant the unit the ability to define units summoned by traditional or divine summoning as specifically as units that are magically summoned. This follows the Traditional Summoning Procession. If the chance is a failure, then the spell occurs normally.

    Dismantle Magic- Ability- Destroys targeted Magically Summoned item(s). The chance of this ability is (2R/U), where R is the number of resources composing the spell, and U is the number of resources composing the item. Chance above 100% gives a chance to destroy another item in range, the excess resources are reused, and the chance is recalculated. E.g. (2(25)/20 , Caster destroys targeted magically summoned item, 30 effective resources left, caster destroys a 15 resource items, 15 effective resource left, Caster destroys a 10 resource item, 5 effective resource left, only summoned item in range is a 20 resource item, the chance is 5/20 ~25% chance of of success)

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  98. Clarification- When using dismantle magic on magically summoned consumables, their effective resource weight is C, C=(U/2), where U is the weight of the consumable

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  99. Edit- Summoner's Fiat is too strong, the % chance per resource should be 0.5% chance per resource invested.

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  100. Edit- If a unit is created by the Traditional Summoning Procession, the |2| player of it’s dominant color is given a chose to roll a 50/50 roll to make each unit created this way inherently hostile when it appears in the |1| realm. This does not apply to the Necromantic Procession as the units are killed beforehand.

    Inherent- When a non-divine unit is bred with a divine unit, the divine resources that are inherited by the offspring are still considered divine, they are not considered thoroughbred. Divine civilians still function the same way as a thoroughbred civilian.

    Inherent- One cannot summon civilians by any of the three types of summoning. Only traditional military units may be summoned (Units are summoned by default, caravans will not be summoned. Effective Magical summoning can choose to summon caravans). (Effective magical summoning meaning magical summoning and successful Fiat effects on traditional summoning or necromancy)

    Inherent- ~purebred/thoroughbred are effectively interchangeable, one of them is just easier to type.

    Inherent - Divine/Thoroughbred mayor- For each Dominus resource composing a mayor, that resource grants 5/64 to the %mayor color calculation in place of 1/64. The % color is calculated as ((A(1)+D(5))/ 64), where A is the number of normal resources of one color, and D is the number of Dominus resources of that same color. Obviously this causes the mayor be composed of over 100% color, but what can you say, he’s a colorful guy. (e.g. Mayor has 18 normal green resources and 32 dominus green resources in his composition.
    (18(1)+ 32(5)) / 64) = (18 + 178 / 64) = (196 / 64) = 306.25% ~so the effective mayor color regarding the mayor bonus is 306.25%.)

    Clarification ~maybe redundant, but when summoning units by Magical Summoning, including when those choices are granted by Summoner’s/Necromancer’s Fiat, the summoner does not get to choose the sex of the unit. The sex is still a 50/50 chance.

    Godkiller- Unit Type Effect-Good Bonus- % bonus damage to units composed of divine resources. The when the bonus is taken as a good bonus, the bonus is multiplied by the (2X/R) where X is the number of divine resources composing the target, and R is the total number of resources composing the target. (Grants up to 400% bonus) When the bonus is taken as a bad reduction, then the bonus is simply effective%(X/R).

    Divinity’s bane- item effect- Grants 4% bonus damage, spell effect, and ability effect, against divine units. The bonus is multiplied by (X/R), where X is the number of divine resources composing the target, and R is the total number of resources composing the target. Ability effect multiplies the effective resources composing the spell or ability. (Does not effect diplomacy)

    Evolutive- Item Effect- Grants an extra roll for offspring of the unit to receive a thoroughbred resource by the standard means for every 4 resources invested.

    Commentary- These updates make it easier to amass significant amounts of thoroughbred and divine resources composing one’s units. This helps prevent the game being determined almost exclusively by luck, as things such as having a purebred/divine mayor can be very impactful given one creates one much sooner than his opponents.

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  101. Option- Divine Infertility- Divine units, including partially divine units, cannot breed with any units that are non divine.

    Option- Crowd Pleaser- Dazzled and Lifted apply to the unit that used the consumable or used the item that cast the spell, rather than the unit that received the buff.

    Clarification- The children of a masterwork obelisk will be always be units, not obelisks. A masterwork obelisk can be pleased as if it were a unit.

    Clarification- Wench Stat Impact (The original was a bucket of words) - It’s pleasured buff will give a 15% bonus to the stats gained from resources that the resource type that match the wench is composed of. (This includes base resources, items, and buffs)(This includes substats, secondary stats, and tertiary stats given by the resources that match that type.) (Currency provides a 0.2% bonus to this effect per unit carried.)


    The pleasure offered by a thoroughbred wench provides a 35% bonus to the stats gained from resources that match the resource type that the wench is composed of. (This includes base resources, items, and buffs)(This includes substats, secondary stats, and tertiary stats given by the resources that match that type.) (This includes base resources, items, and buffs)(Currency provides a 0.2% bonus to this effect per unit carried.)


    Diseased Wench Stat Impact- A disease from a diseased wench will cause a stat reduction. It’s diseased buff will give a 15% reduction to the stats gained from resources that match the resource type that the wench is composed of. (This includes base resources, items, and buffs)(This includes substats, secondary stats, and tertiary stats given by the resources that match that type.) (Currency does not provide any benefit to a diseased wench.)

    The disease inflicted by a thoroughbred wench provides a 35% reduction to the stats gained from resources that match the resource type that the wench is composed of. (This includes base resources, items, and buffs)(This includes substats, secondary stats, and tertiary stats given by the resources that match that type.) (This includes base resources, items, and buffs)(Currency does not provide any benefit to a diseased wench.)

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  102. Clarification- The word unit gets thrown around a lot. I attempt to use tile when i can remember to specify that I’m referring to a tile. I have lately been attempting to use Civilian and Military units to distinguish where necessary. It could easily refer to both Civilian and Military Units, or solely to Military units depending on the context. I will (futilely) attempt to provide distinction where i can throughout the next revision.

    Clarification- On Masterwork Obelisk breeding, the obelisk is treated like a unit in terms of breeding. The brood will not always be units, in the case of an obelisk seeding or being seeded by a civilian. Breeding an obelisk with a caravan, 50% unit, 50% caravan, etc.

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  103. Dematerialize may be too strong for use in Wizard's Chess. I will leave that decision up to the players.

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  104. Clarification-One cannot force a unit to drop items or use its consumables via hypnotize. One can force the unit to use spells via an item that casts spells, however. One obviously cannot sacrifice the unit, nor induce permanent effects (martyr, pacifist, dematerialize, etc.)

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  105. Clarification - Magically Summoned units and undead units cannot use dematerialize.

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  106. Clarification-One cannot force a unit to drop items or use its consumables via hypnotize. One can force the unit to use spells via an item that casts spells, however. One obviously cannot sacrifice the unit, nor induce permanent effects (martyr, pacifist, dematerialize, etc.)

    Clarification- Effective resource strength / Effective Resource Composition- The effective number of normal resources composing a unit or ability after all impactful bonuses and reductions are applied. (Invalid resources have 50% effective resource strength, Dominus resources have 500% effective resource strength.)

    Clarification - Magically Summoned units and undead units cannot use dematerialize.

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  107. Crippling- Item effect- Grants a 1% chance per resource invested to cause the basic attacks of the unit carrying the item to cripple the opponent. There is an additional roll of (X/2R) where X is the total number of effective resources composing the unit holding the item, and R is the total number of effective resources composing the target. If (X/2R) is greater than 100%, this gives a chance to cripple additional resources.

    Crippled - debuff- If the unit successfully cripples the opponent, a permanent debuff is applied to the target, causing one of it’s base resources to become invalid, this resource is selected randomly. This effect stacks until the unit is entirely composed of invalid resources. If cripple is successful and the randomly selected resource is divine or thoroughbred, then the resource diminishes and becomes a normal resource. Though the crippled debuff is permanent and persists through death, (the unit will be crippled as a dead unit in the 0 realm, and the unit will be crippled if summoned by necromancy), being crippled this way does not effect the breeding of the unit. The children of a unit crippled this way will not inherit invalid resources from the crippled unit that were not present at the birth of the unit. Crippled cannot be dispelled.

    Skillfully Crippling- Item effect- Grants a 1% chance per resource invested to cause the damaging spells and abilities of the unit to cripple the target. There is an additional roll of (X/2R) where X is the total number of effective resources composing the ability cast by the unit holding the item, and R is the total number of effective resources composing the target. If (X/2R) is greater than 100%, this gives a chance to cripple additional resources.

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  108. Physically / Magically Mutilating - Item effect- This gives a 1% chance per resource invested to cause the physical/magical attacks, spells, and abilities of the unit to cause the target to be permanently unable to breed.There is an additional roll to determine success of (X/10R) where X is the total number of effective resources composing the unit holding the item if it is a basic attack, or X is the total number of effective resources composing ability used by unit holding the item, and R is the total number of effective resources composing the target. If (X/10R) is greater than 100%, the resources are wasted. (Effectively, if two units have the same effective resource strength, after all impactful bonuses are applied, there is a 64% chance to have roll with a 1/10 chance of successfully mutilating the opponent to the point where it can no longer breed.)

    Wild Stallion- Item Effect- Gives a 1% chance per resource invested to successfully impregnate / be impregnated by the target of any attack, spell, or ability cast successfully by the unit holding the item so long as the caster is in melee range. This will not occur if the female unit involved is already pregnant. This effect does nothing if the target of the successful ability is the same sex as the unit holding the item.

    Open Heart- Item effect- Gives a 1% chance per resource invested to successfully impregnate / be impregnated by the unit who has successfully used any attack, spell, or ability cast against the unit holding the item so long as the attacking unit is in melee range. This will not occur if the female unit involved is already pregnant. This effect does nothing if unit that successfully used the attack, spell, or ability on the unit holding the item in melee range is the same sex as the unit holding the item.

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  109. Clarification- The item effects Wild Stallion and Open Heart both are effected by the male impregnation performance roll. A female unit can choose to spend movement to counter this, if they have not used all of their movement for the turn. If they have spent all movement for the turn, they can choose to subtract movement from the next turn up to their maximum base movement. This roll occurs after the Wild Stallion / Open Heart success roll.

    Commentary- Feel free to use the name Wild Mare if the unit carrying the item with the Wild Stallion item effect is a female. Or just use Wild Horse.

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  110. The both the effect from Wild Stallion and the one from Open Heart can be triggered by retaliation attacks in melee range.

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  111. Professions!

    There is an open position for a professional in every Smithy(Item creation stand), Apothecary, Mint, Mages Guild, Brothel, Church, Corral, and Mystics den.

    A professional cannot leave his place of business during the week or the building loses the bonus that he provides. If the building does not gain any bonus, the professional loses his professional abilities.

    A building can only have one professional providing it the bonus at a time.

    Any unit can be employed as a professional. The only impactful aspect of a professional is the color of its resource composition. Civilians cannot be professionals. Each unit of currency held by the professional provides a 0.5% bonus to the color roll.

    The stats of a unit do not effect the professional’s performance (A one resource unit with no items can be better than a full divine unit with full divine items). However, unit can equip items to influence the color roll. Buffs cast by spells and abilities do not effect the color roll. Being pleasured provides 1/10th of its effect on HP as a bonus to the performance of the professional. ( As always (usually?) a 15% bonus means 115% effect.)

    The unit type effect “Bonus to color roll” is also multiplied with the color roll.

    The item effect- “Bonus to colored damage” does not effect this, as a professional is not dealing damage

    (Unit type effect)(Pleasure Bonus)(Currency Effect)(Color Roll) = Effective Color Roll

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  112. A Blacksmith works in a Smithy. The blacksmith induces a color roll of himself against the item being produced by the smithy that week. (The color roll is as if the item were a unit.) This is multiplied the number of items created. Excess from this that is a fraction is dropped and does not accumulate.

    An Alchemist works in an Apothecary. The Alchemist induces a color roll of himself against the consumable being produced by the Apothecary that week. This is multiplied with the number of consumables created. Excess from this that is a fraction is dropped and does not accumulate.

    A Banker works in a Mint. The banker performs a color roll of himself against the mint, and this is multiplies the amount of currency created by the mint. If the Mint accrues interest from Dominus level stacks, then the color roll is also multiplied with the interest accrued yielding the effective interest rate.

    A Grand Wizard works in a Mages guild, The Grand Wizard performs a color roll of himself against the building. This is multiplied the effective resources composing the Mages guild, increasing the effective resource composition of all spell books issued while the Grand Wizard is employed.

    A Priest works in a church. The priest performs a color roll against the church. This increases the effective resource composition of the church. The priest can also cure diseased units, heal crippled units, and cure mutilated units. The cure is guaranteed to be successful. A priest can attempt to cure a unit 8 units per turn, this does not cost the priest any ability points or spell points, it effectively costs the priest points called Priest Holy Points. The number of times a priest can attempt to cure a unit per turn is multiplied by the color roll of the priest against the church. The |2| player lording over the church can choose to have a 50/50 chance to cause an otherwise successful cure to fail, or to cause an otherwise failed cure to succeed. A priest loses this ability if he leaves the church.

    A Shaman works in a Mystic’s Den. A Shaman performs a color roll against the mystics den. The shaman can permanently change the Color or Type of 16 resources composing a unit per turn. The 16 changes of color or type of a resource is multiplied by the color roll of the shaman against the mystics den to create an effective number of resources colors or resource types that can be changed per turn by the shaman. Effectively a change of color or type of a resource cost one Shamanic point, and a Shaman has a base of 16 shamanic points per turn. A Shaman loses this ability if he leaves the Mystic’s Den.

    A Matron/Patron works in a Brothel. The Matron performs a color roll against the brothel. This is multiplied with each number of specific color types wenches produced per week. Excess from this that is a fraction is dropped and does not accumulate.

    A Rancher works in a Corral. The Rancher performs a color roll against the corral. This is multiplied with the number of caravans produced per week. Excess from this that is a fraction is dropped and does not accumulate.


    Inherent- A mystic uses mystical points to change unit type effects, and a Dominus mystic uses Dominus mystic points to change item effects. (The charges did not currently have a name)

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  113. Magically Summoned Units and Undead cannot be professionals.

    Equal Opportunity- (option)- Magically Summoned Units and Undead can be professionals.

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  114. Inherent- “active buffs” refers to buffs cast by units, consumables, items, etc. “passive buffs” would be things like “% bonus from structure resources”.

    Clarification- On unit type effects- Structure Resource Bonus ~while this is a bonus, it is calculated as an effect. The effect of Red Structure is increased by 200%, there is not a bonus 200% added to the inherent 100% effect of the Red Structure.

    Clarification- To see that the Crippling item effect, and the ability Cripple (-% movement) do not get confused, the ability Cripple (-% movement) is now called Stagger.

    Commentary- Silence seems very strong, but i think there are enough counters, spell resist/evasion, dispel, unit type effect

    Clarification - item effect- Increase/Decrease effect of physical/magical [pick ability type] ~dealt/received~ by 1% per resource invested in item. (Decrease effect is not additive, increase effect is additive)…( Here Ability type refers to the broad type in the Ability manual, E.G. control, summoning, status, etc.)

    Clarification unit type effect - Physical ability effect/magical ability effect applies both to physical abilities cast by the unit, and physical abilities the unit is a victim of. That is why this category can be so broad, it is a double edged sword.



    Inherent- resource weight/“number of resources invested” when in ability calculations usually (if not always) means “effective resource weight” or resource weight with passive buffs included. The ability should say with or without the inclusion of items, buffs, etc. (e.g. unit has 8 red structure and 2 blue energy, with 200% effect from red structure and no extra bonus from blue energy, the effective resource weight without active buffs is (2x8 + 2 = 18)) (Buffs and Items are almost always included in “effective resource weight” as well, it should say when they are not. If it does not say, assume that the effective resource weight includes buffs and items)

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  115. Spear Throw- Ability- This ability impales the target with a spear and pulls them to the caster’s location. This chance of success of the ability is (R/X) where R is the number of resources invested in the ability and X is the base number of resources invested in the target (without items or buffs). Excess numbers in R, (R-X) turn into a direct damage ability calculated as damage normally is, with full rolls. The Range of this Ability is R/8 like almost attacks and abilities, with range being limited by vision like always.

    (~Poison/Staggering/Tempting) Spear Throw-ability- This functions as spear throw, however the excess (R-X) turns into a Damage over time spell/stagger/tempt spell. (One can pick any ability here)

    Suplex - Ability- This ability performs a suplex on the target moving them onto the tile on the opposite side of the caster. This chance of success of the ability is (R/X) where R is the number of resources invested in the ability and X is the base number of resources invested in the target (without items or buffs). If (R/X) is successful, no resources from R are lost, and the numbers in R turn into a direct damage ability calculated as damage normally is, with full rolls. The target must be within melee range to be suplexed. R can be turned into a stun, as well as deal a mix of a stun and a damage. The stun and damage are applied as if they were cast independently by normal means, with full rolls.

    (~Poison/Staggering/Tempting/Silencing) Suplex (of Birds)- Ability- This functions as suplex, however, upon success, the (R) turns into a Damage over time spell/stagger/tempt/silence summon bird spell(s). The abilitiy and damage are applied as if they were cast independently by normal means, with full rolls. (One can pick any ability here)

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  116. Angelic Transcendence-ability- This causes the unit to deal (2X/R)% more damage to undead, where X is the number of resources composing the ability and R is the effective resource weight of the unit with items and buffs included. The unit also takes (R/2X)% damage from undead units, and has (R/2X)% reduction in the spells and abilities cast by undead units. The if the damage taken falls below 0%, then incoming damage from undead heals the caster, if the spell/ability effect reduction falls below 0%, debuffs now apply negative effect where possible. (Stat reduction becomes stat bonus, move reduction ~move bonus, spells that do not have a negative effect are reflected onto the caster) The unit also takes (2X/R)% more damage from living units, but still takes the same amount of damage from magically summoned units. The spells and abilities cast by units also afflict the unit at a rate of (2X/R)% where this bonus is applied to the effective resource weight of the spells and abilities cast against the Angelic Transcendant. Spells and abilities cast by Magically summoned units effect the unit as they would normally. This ability cannot be dispelled. One can cancel this effect at the start of ones turn at no cost.

    Magic Eater-This causes the unit to deal (2X/R)% more damage to Magically Summoned units, where X is the number of resources composing the ability and R is the effective resource weight of the unit with items and buffs included. The unit also takes (R/2X)% damage from Magically Summoned units units, and has (R/2X)% reduction in the spells and abilities cast by Magically Summoned units units. The if the damage taken falls below 0%, then incoming damage from Magically Summoned units heals the caster, if the spell/ability effect reduction falls below 0%, debuffs now apply negative effect where possible. (Stat reduction becomes stat bonus, move reduction ~move bonus, spells that do not have a negative effect are reflected onto the caster) The unit also takes (2X/R)% more damage from living units, but still takes the same amount of damage from undead. The spells and abilities cast by units also afflict the unit at a rate of (2X/R)% where this bonus is applied to the effective resource weight of the spells and abilities cast against the Magic Eater. Spells and abilities cast by undead units effect the unit as they would normally. This ability cannot be dispelled. One can cancel this effect at the start of ones turn at no cost.

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  117. Clarification- As much as Death is an element, The unit’s of Death do not count as undead, Death Incarnate is different than the living dead.

    Reconstitution- Ability- This ability sacrifices an allied unit and heals the caster for (X/R) percent of the target’s current total health of the target, where X is the effective number of resources composing the ability and R is the number of effective resources composing the unit (includes buffs, items, etc). This ability can put a caster above its max health and the health lasts until effectively damaged away.


    Sleep-Ability- Puts the unit to sleep for it’s next turn. A sleeping unit cannot attack, move, or use abilities. A sleeping unit wakes up if it is damaged. Friendly Fire will not wake up a sleeping unit unless the attack, spell, or ability effectively deals more damage to the unit than the sleep spell if the number of effective resources remaining in the sleep spell were a direct damage ability. The chance of sleep is (4X/R) where X is the effective number of resources composing the ability and R is the effective number of resources composing the unit. Excess chance carries over into multiple turns. Any damage caused by a hostile unit will wake up the sleeping unit, meaning it will not be asleep on it’s next turn. (E.g. 50 resource sleep cast on 10 resource unit. On the unit’s first turn, friendly fire must exceed the damage of the 50 resource sleep spell when calculated as if it were a direct damage attack. On the unit’s following turn, friendly fire must exceed the damage of the (now) 40 resource sleep spell when calculated as if it were a direct damage attack, etc.)


    Berserk - Ability- Causes a unit to deal 6% increased damage per resource invested, but also causes the unit to take 4% increased damage from all sources.

    Arson/Haunt - Ability- This causes (2X/R) percent reduction in the amount of units, items, etc. produced by a building, where X is the number of resources composing the ability, and R is the effective number of resources composing the building, including items in the vault providing proper benefit. This effect lasts until dispelled. This effective resource weight of this ability regarding being dispel is (X/R), meaning it takes twice the amount of resources to dispel as it does to cast. There is no added bonus to effect above 100%.

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  118. Living Vessel - (ability) - gives a (X/R) chance that when the afflicted unit dies, living units composed of the same resources that target was composed of are spawned from it’s corpse. These units are defined by the caster in the same way as units produced by magical summoning. This effect lasts one turn. When X is greater than R, (X-R) can be used to extend the duration of the effect, or be converted into any spell or ability.

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  119. Inherent- A tunnel will have the level of the height of the terrain that it is synonymous with. (e.g a Level 4 tunnel can only be under terrain heights 5 and 6, if it meets a tile that is terrain height 4, the tunnel now has a door to the outside.


    Buildings and Terrain height- When one builds a building, one chooses a terrain height that the building sits on. The terrain height cannot be lower or higher than any of the tiles under the area of the building. The player can choose any of these heights to make the terrain height of the building. If the tiles adjacent to the building are a higher level terrain, then that leads into a tunnel level. (E.g. Building is terrain height 4, adjacent terrain is terrain height 6, the door on that side of the building opens into tunnel level 4.) If the tiles adjacent to the building are a lower level terrain, then the doors accessing the building from that terrain height will enter into a basement level. (E.g. Building is terrain height 4, adjacent tile is terrain height 1. The door coming from Terrain height 1 enters the building in Basement level 3 of the building.)


    Inherent- it does not cost labor to make stairs, there is no limit to the number of staircases (or doors) one can put in a building other than the size of the building. A vault and staircase can occupy the same tile. It just looks stupid to have 81 staircases on the same level of a 9x9 building. It also makes it easier for enemies to rush through the building. A building with must have one set of stairs per basement level. A building must have one door.

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  120. Inherent/Hint- while one cannot build a ladder or throw a rope to scale a cliff face that is adjacent to the roof of a building (e.g Building on Terrain height 2, adjacent tiles are terrain height 5 or 6) One can create staircases in tunnel levels to reach the mountain peak. (e.g. tunnel into Tunnel level 2, tunnel one tile. make stairs to Tunnel level 3, continuing on until you make stairs to tile height 6 and the tunnel now has a door to the outside.)

    Inherent- one still cannot cross from one tile to another tile where the terrain height difference between the two tiles is greater than |1|.

    Inherent- two staircases cannot occupy the same tile e.g.. Stairs from Ground floor to Basement one must be on a different tile than stairs from Basement one to Basement two.

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  121. Inherent-Diseases from different types of diseased wenches can stack. The HP reduction remains the same, but the resource type stat reduction stacks. So one can effectively end up with only 65% benefit from all resources.

    Inherent-If a diseased unit attempts a color roll. All units of resources afflicted by the type of its disease only count as (17/20) / (13/20) of a resource in terms of effective resource weight.

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  122. Commentary- Obviously Control Effect Reduction and Physical / magical ability type reduction are about the same, but Control Effect reduction is twice as strong at the moment

    Inherent- One Picks physical/magical when selecting Control Effect Reduction, Control Effect reduction still counts as ability type reduction, so they cannot be used twice.

    Inherent- One can pick the same unit type effect given that the unit picks a different key element. (E.g. one can have Physical Control Ability Effect reduction and Magical Control Effect Reduction in the same unit type.)

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  123. Clarification- (Maybe redundant) Obviously, being a spell/ability, summoning can either be physical or magical. The difference of rattling a bone charm or pulling a rabbit out of a hat physically versus utilizing magical swirling glowing stuff one can manipulate with one’s mind. Units summoned by Magical Summoning are still Magically Summoned even if one uses a Physical Magical Summoning Ability (e.g. Throw some dust in the air, pull a rabbit out of a hat), Traditionally summoned units are still living units even if they are summoned by a magical spell.

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  124. Clarification- Arson has an elemental type. The attempts to dispel arson are effected by a color roll of the dispel against the arson, as well as an elemental roll.

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  125. Profession - King/Queen- A king/queen occupies a castle. The monarch performs a color roll against all resources brought to the castle. This determines the number of civilians produced per resource. This also determines the effective number of resources that are added to development trees. (E.g. a Color roll of 2 against one green structure resource would count as two green structure resources when invested into the development tree.)

    Currency carried by the king provides the same bonus as to any other professional.

    Inherent- A player can create any type of civilian by bringing a resource to the castle. Units created in this way do not receive a chance to be composed of thoroughbred resources, however, their offspring still benefit from the normal chances.

    Inherent- A castle holds all 64 development trees (4 Trees per color, each tree has 4 branches), regardless of being native to the kingdom or not. So a Green player can still invest in a Grey development tree even if Grey resource is not native to the kingdom. It still takes Grey resources to invest in a development tree.

    Change- The unit that works in an Apothecary and provides a bonus to consumables created is now called an Apothecary.

    Profession- Alchemist- An Alchemist works in an Apothecary. An Alchemist performs a color roll against the Apothecary. An alchemist can permanently change the Color or Type of 8 raw resources carried by a unit per turn. The 8 changes of color or type of a resource is multiplied by the color roll of the Alchemist against the Apothecary to create an effective number of resources colors or resource types that can be changed per turn by the Alchemist. Effectively a change of color or type of a resource cost one Alchemical point, and an Alchemist has a base of 8 Alchemical points per turn. An Alchemist loses this ability if he leaves the Apothecary.

    Inherent-The color of currency performs a color roll of itself against the Professional. This is multiplies the effective amount of currency. (E.g. One currency color rolls a color roll of 2 against the Professional, that currency effectively provides the bonus as if it were two currency that had a color roll of one)

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  126. Inherent- A smithy and apothecary can split their yield into multiple items. (e.g. a 50 resource smithy can produce a set of 20 resource items and a set of 30 resource items in one week by the same calculations, as if the items created were each created by a 20 resource smithy and a 30 resource smith respectively.

    Typo- Priests have points called holy points, not priest holy points.

    Inherent- An Grand Wizard works in an Mages Guild. An Grand Wizard performs a color roll against the Mages Guild. An Grand Wizard can permanently change the Color or Type of 8 raw resources carried by a unit per turn. The 16 changes of the basic elemental type of a unit are multiplied by the color roll of the Grand Wizard against the Mages Guild to create an effective number of Unit’s basic elemental types that can be changed per turn by the Grand Wizard. Effectively a change of color or type of a resource cost one Alchemical point, and an Grand Wizard has a base of 16 Wizardry points per turn. An Grand Wizard loses this ability if he leaves the Mages Guild. ( A Grand Wizard still provides it’s original bonus)

    Inherent- Skilled professionals (Shaman, Priest, Alchemist, Grand Wizard) gain their ability at a rate of (X/R)% where X is the number of resources composing the building and R is the maximum number of resources that could compose the building. (64 in the case of a church and apothecary, 8 in the case of a mystic’s den) (E.g. an 8 resource apothecary grants the residing alchemist one alchemical point per turn, an 8 resource church grants the priest one holy point per turn, mystics den is capped upon construction, being 8/8 since it’s inception, so it will always grant the shaman full shamanic points. ( The mystic’s den does not function unless it is 8/8))

    Inherent- Unskilled professionals (Matron, Rancher, Blacksmith, Apothecary)(simply means without skills) provide the same bonus regardless of the level of the building

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  127. Clarification- Fractions of skilled professional’s abilities accumulate and are redeemed once fractions of ability become whole numbers or mixed numbers.

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  128. Inherent- A the pleasured buff will provide a base bonus of 75% / 150% / 350% (invalid/normal/dominus wench) to the base movement of a caravan. This buff does not fade until consumed. The caravan still receives the increase to HP and Stats as normal.

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  129. Inherent- A castle cannot be damaged or destroyed. A castle cannot be afflicted by arson or be haunted. Obviously it is made of stone and even ghosts love the king. One can claim a castle by killing it’s kind and occupying it for a week. At that point the castle will function for the player that occupies it. The player inherits all resources invested in the development trees of the castle, however this does not take any of the trees above their cap if the player’s castle already had one of the trees, the trees function independently, and the branch that provides the bonus given that one controls two of the same tree is the one with the larger amount of resources invested. A king is an unskilled professional.

    Clarification- in the game mode Kingmaker, feel free to call the Professional King a Duke, as the King in that game mode is independent from the Professional King.

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  130. Clarification- “number of resources composing ability/unit” is synonymous with “effective number of resources composing unit/ability” , it will say “base number of resources composing the unit/ability” when this is not true.

    Inherent- If there is not enough space in a burrow cast by a unit to spawn all of it’s brood, then a creature will burrow to another tunnel level below the original one, and create a burrow the same size as the original one, indefinitely until all creatures have been spawned.

    Burrowing creatures that can’t tunnel doesn’t quite make sense, so..

    Inherent- A Military Unit can dig tunnels at a base rate of 2 tiles per movement, as a tunnel has a base terrain movement cost modifier of 0.5. This cost is effected by a color roll of the unit against the tile. A critter can also dig tunnels by these same calculations.

    Inherent- It does not cost a burrowing mother any movement to dig a burrow. Regardless of not being able to move on the turn in question, the size of the burrow is not limited by the movement of the mother.

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  131. Everyone’s favorite… Critters!

    Critters- critters are inherently neutral creatures with a a neutral path. A critter cannot attack, use spells or abilities, carry items or consumables, perform labor, or do much of anything besides wander. A critter can be killed like any other unit and is composed of up to 64 resources like any other unit. A the corpse of a critter can be harvested like a resource node (food/fur/necromancy bones/lucky charms). The amount of resources in the corpse of a critter dissipates to 50% of it’s remaining resources on the second day after it dies, 25% of it’s remaining resources on the third day after it dies, and 0% of its remaining resources on the fourth day after it dies.

    The unit that kills a critter must actually be capable of killing the critter, i.e, a laborer will not be able to kill a critter. These rabbits are mighty quick.

    A a Critter den can be created by the normal means of building creation. The critter den has a (X/R chance) of being occupied by a Critter Den Mother and Critter Patriarch per turn. The Critter Den Mother and Critter Patriarch will match the resource color type composition of the building 100% given that this roll is successful. This will not occur if there is already a Critter Den Mother and Critter Patriarch in the den. The critter den will produce critters by the below rate (It’s a wee bit down there. The unit type of the critter is random. A critter den is a 9x9 Building.


    A critter has a unit type, however this is impertinent for the most part, unless one breeds units with critters.


    Critter Den Spawn Rates.
    Roll ; Offspring Spawned
    1 : 0X
    2 : 1X
    3 : 2X
    4 : 4X
    5 : 6X
    6 : 8X

    X is Determined by the Size
    Creature Size : Litter Multiplier (X)
    1-7 : 40
    8-15 : 32
    16-23 : 24
    24-31: 20
    32-39: 16
    40-47: 12
    48-55 : 8
    56-64 : 4

    The spawned critters are individually rolled for in sets of 8, with a maximum of one set that is not 8 creatures. The litter multiplier applies evenly to all groups. All members of a set of a litter will have the same stats and composition.

    Critters will burrow (create a basement in a building) to spawn their young when necessary.

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  132. Critters cannot carry currency. A critter cannot be a professional, however units and civilians that are not critters, but spawned from a critter, function as the unit or civilian normally would.

    A critter receives stats and health as if it were a normal unit. While a critter can be pleased by a wench, this does not provide any benefit to the critter save for grant the critter the normal pleasured bonus.

    Tame-Ability- This provides a chance to tame a critter, causing it to obey the caster. The chance of success if (X/R) where X is the number of resources composing the ability, and R is the number of resources composing the critter. The critter must be within a chain of sight of the caster, or the critter reverts to it’s neutral state. Tame can be cursed as it has a direct target, and tame will only spread to and effect critters.

    Preservation-ability- The corpse of a critter now lasts twice as long, dissipating half as fast. The cost of this ability is (2X/R) where X is the number of resources composing the ability and R is the number of resources originally composing the critter. If (2X/R) is over 100%, this grants a chance that the corpse of a critter will last 4 times a long, and dissipate at 25% of the rate. If (2X/R) is over 200%, the excess chance above 200% is divided by two, and if this roll is successful, then the critter will last 8 times as long and dissipate at 12.5% of the rate. There is no additional bonus if (2X/R) is above above 400%.

    Critters that are born of ones units that are not critters are inherently tame, and will not lose their tameness if they leave chain of sight. Critters born from tame critters are inherently tame, however this will revert to their neutral state if they leave the chain of sight of the unit that tamed them.

    Diseased Critters- Inherent- A diseased critter is hostile, aggressive, and will attempt to infect any unit it can without any fear of death. The diseased critters transmit the same diseases as a diseased wench or a unit that became diseased by a diseased wench. No critter is inherently diseased, but they can catch diseases from diseased units that lay with them.

    One can control a diseased critter that one has tamed under the same standards, and a diseased critter can force any unit to lay with it so long as the critter is within melee range of the target. Diseased critters that are inherently tame are still inherently tame.

    A critter receives 200% base movement of a normal unit. (16 movement.)

    Profession - Animist- The Animist performs a color roll against the Critter Den. The Animist can cure diseased critters, heal crippled critters, and cure mutilated critters, and cause critters tamed by the tame ability to become inherently tame. (If a critter somehow survives being crippled or mutilated). The cure is guaranteed to be successful. An Animist can attempt to cure or tame up to 16 critters per turn, this does not cost the Animist any ability points or spell points, it effectively costs the Animist points called Animistic Points. The number of Animistic points an Animist receives per turn is multiplied by the color roll of the Animist against the critter den. Animist loses this ability if he leaves the Critter Den. An animist can also teleport any critters inside of the den to any tile within a 41x 41 unit radius of the center of the critter den. This does not cost the animist any Animist points. ( It would get crowded in there very fast otherwise.)

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  133. A critter can be bred as if it were a normal unit for the most part. The chances are below.

    This calculation is done and effects the entire pregnancy(E.g the all of the units birthed will either be critters or units, not a mix of both)

    Hero+Critter = 50% chance critter 50% chance unit
    Critter+Unit = 50% chance critter 50% chance unit
    Critter+Laborer = 100% chance Laborer
    Critter+Wench = 100% chance wench
    Critter+Saboteur = 100% chance saboteur
    Critter+ Caravan = 50% chance Critter 50% chance caravan
    Critter+Mayor = 50% chance Critter 50% chance mayor
    Critter+Mystic= 100% chance critter

    A critter inherits and evolves thoroughbred resources at the same rate as units. Critters spawned from critter dens do not have a chance at receiving additional thoroughbred resources.

    Every thoroughbred resource composing a critter has a 50% chance to be harvested as a Bountiful resource. These can be used as Masterwork resources are used, and are Dominus resources. Bountiful resources are still different from masterwork, thoroughbred, and divine resources, though they all effectively provide the same effect.

    A critter can be pregnant with both a litter of civilians and a litter of creatures or critters at the same time (Just like a military unit). Critters have the same litter calculations as units and civilians when they are pregnant with civilians. Critters have the same unit calculations as units when they are pregnant with units or caravans.

    Nomadic (Non Den Mother/Patriarch) Critter Breeding rates when spawning Critters.

    Roll ; Offspring Spawned (Litter Multiplier)
    1 : 0
    2 : 1X
    3 : 2X
    4 : 4X
    5 : 6X
    6 : 8X

    X is Determined by the Size (Size of Litter)
    Creature Size : Litter Multiplier (X)
    1-8 : 16
    9-16 : 14
    17-24 : 12
    25-32: 10
    33-40: 8
    41-48: 6
    49-56 : 4
    57-64 : 2

    Empty Critter dens function in essentially the same way as an Empty Creature Dens. Empty Critter dens will not become occupied by random critters. Empty critter dens produce critters, obviously, not units.

    One can only use inherently tame critters to occupy an Empty Critter Den.

    This is the spawn rate of a critter den. If the Den Mother and Patriarch of a critter den are inherently neutral, their spawn will be neutral (Being actively tamed will not change this). If the Den Mother and Patriarch are inherently tame, then their spawn will be inherently tame.

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  134. Unit Effect- Good bonus- Plenty’s Enemy- % bonus damage to units composed of Bountiful resources (these are from items, buffs cast by items, and consumables created by buildings composed of bountiful resources. Dominus resources composing a living critter are still considered thoroughbred). When the bonus is taken as a good bonus, the bonus is multiplied by the (2X/R) where X is the number of bountiful resources composing the target (with buffs and items included), and R is the total number of resources composing the target (with buffs and items included). (Grants up to 400% bonus) When the bonus is taken as a bad reduction, then the bonus is simply effective%(X/R).

    Effects relating to critters

    Bounty’s Bane- item effect- Grants 4% bonus damage, spell effect, and ability effect, against units effectively composed of Bountiful resources (composing items held by the unit, or active buffs on the unit). The bonus is multiplied by (X/R), where X is the number of Bountiful resources composing the target (with items and buffs included, as is always true when describing a unit and it does not specify base resources/ excluding items/ excluding buffs), and R is the total number of resources composing the target. Ability effect multiplies the effective resources composing the spell or ability. (Does not effect diplomacy)

    True/False Scotsman- Unit effect- Good bonus- A unit receives this multiplier with the total number of critters produced when the unit fathers/mothers critters. Fractions of creatures are lost and do not accumulate.

    Animal Lover- Item Effect- A unit receives a 1% multiplier to the number of critters produced when the unit fathers/mothers critters. This effect can stack, but it’s effect is additively cumulative and is multiplied against the amount of critters produced only once.

    Shepherding- Item Effect- A unit receives an 8% bonus to resource composition of any casts of the tame ability and any casts of the Preservation ability per resource invested. This effect can stack, but it’s effect is additively cumulative and is multiplied against the resource composition of the tame ability only once.


    Animal lover/Scottsman multiplies (Scottsman) (Animal Lover) (( Litter Size) (Litter Multiplier))= Effective number of critters spawned.

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  135. Critters cannot be summoned via Magical Summoning.

    Critters summoned by Necromancy follow the Necromantic Procession. Critters summoned by Traditional summoning follow the traditional summoning procession.

    Critters can be summoned by traditional summoning, however this spell is separate from traditional summon. Summoning critters yields as if the spell were composed of 200% it’s effective resources. If the |2| player feels so swayed, he can impact the summon as follows.

    A |2| player has a 50% chance to deny the entirety of the summon as always. If the |2| player fails on the complete deny, the |2| player can take a 50% chance per unit to deny it’s existence. A |2| player has a 50% chance per critter to have it be diseased (upon success, |2| player picks resource type disease(Can take up to 4 50% chance rolls to give the critter all 4 diseases), and a 50% chance per critter summoned to have it be inherently hostile.

    Necromancer’s Critters- These summons dead critters by the normal rates of necromancy. This follows the Procession of Necromancy. The effective number of resources composing this ability is 400% of what it would be if the spell were used to summon undead military units. Undead critters cannot be harvested for resources when killed, nor can the be bred( no undead can breed). An undead critter can be used for reconstitution given that the unit casting the spell is also an undead. (Recycle). Undead critters can be the victims of any spells that effect undead (e.g. Siphon).

    Animal Rites- Ability- This ability functions in the same way as dematerialize, however it can only be cast on critters. Animal Rites only provides 400% of the effective resources composing the critter, compared to the 500% of dematerialize. Animal Rites can only be cast upon friendly creatures, regardless of being inherently tamed or actively tamed. Casting Animal Rites on a living Critter qualifies as a good spell. Casting Animal Rites on an Undead Critter qualifies as an evil spell. The Critter retains the effects of it’s unit type throughout it’s existence as as a Liberated Spirit. (It becomes a Liberated Spirit after having Animal Rites cast upon it) (Refer to dematerialize for clarification)

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  136. Clarification- Regarding neutral breeding below. Unit includes both Civilian Units and Military Units.

    Clarification- A hostile diseased critter will attempt to lay with any unit that is not a neutral unit, (including neutral units under an allegiance). It will not attempt to lay with any neutral units or neutral units.

    Inherent- A male neutral critter will attempt to breed with any female neutral critter that is not diseased and not pregnant. A female neutral critter will attempt to breed with any male neutral critter that is not diseased given that it is not pregnant.

    Inherent- A neutral critter has a 20% chance to be lascivious. A lascivious male neutral critter will attempt to breed with any other unit or critter that is not diseased, not a neutral hostile unit, and not pregnant. A lascivious female neutral critter will attempt to breed with any male unit or critter that is not diseased and not a neutral hostile unit given that it is not pregnant.


    Inherent- A male neutral unit will attempt to breed with any other neutral unit that is not diseased, and not pregnant. A female neutral unit will attempt to breed with any male unit that is not diseased given that it is not pregnant.

    Inherent- A neutral unit has a 20% chance to be lascivious. A lascivious male neutral unit will attempt to breed with any other unit or critter that is not diseased, not a neutral hostile unit, and not pregnant. A lascivious female neutral unit will attempt to breed with any male unit or critter that is not diseased and not a neutral hostile unit given that it is not pregnant.

    Inherent- If the neutral unit is a hostile neutral unit, units in it’s allegiance do not count as hostile to the hostile neutral creature. It will not attempt to breed with units that are part of a different hostile neutral allegiance, it will attempt to kill them. It will not attempt to breed with player’s units or critters, it will attempt to kill them.

    Inherent- A hostile neutral unit will not kill neutral critters.

    Clarification- Yes, lascivious creatures and critters will attempt to breed with the units and critters of players. One can prevent this by forming an allegiance with the neutral unit or killing the lascivious critter.

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  137. Inherent- Diseased neutral critters provide no resources when killed.


    Inherent- All units receive a 0.1% bonus to effective resource composition for every 100 buildings in the game when resources are used offensively in spells, attacks, and abilities against buildings. This does not effect combat between units.

    Big brick of AI coming through...

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  138. Clarification- Regarding neutral breeding below. Unit includes both Civilian Units and Military Units.

    Clarification- A hostile diseased critter will attempt to lay with any unit that is not a neutral unit, (including neutral units under an allegiance). It will not attempt to lay with any neutral critters or neutral units.

    Inherent- A male neutral critter will attempt to breed with any female neutral critter that is not diseased and not pregnant. A female neutral critter will attempt to breed with any male neutral critter that is not diseased given that it is not pregnant.

    Inherent- A neutral critter has a 20% chance to be lascivious. A lascivious male neutral critter will attempt to breed with any other unit or critter that is not diseased, not a neutral hostile unit, and not pregnant. A lascivious female neutral critter will attempt to breed with any male unit or critter that is not diseased and not a neutral hostile unit given that it is not pregnant.


    Inherent- A male neutral unit will attempt to breed with any other neutral unit that is not diseased, and not pregnant. A female neutral unit will attempt to breed with any male unit that is not diseased given that it is not pregnant.

    Inherent- A neutral unit has a 20% chance to be lascivious. A lascivious male neutral unit will attempt to breed with any other unit or critter that is not diseased, not a neutral hostile unit, and not pregnant. A lascivious female neutral unit will attempt to breed with any male unit or critter that is not diseased and not a neutral hostile unit given that it is not pregnant.

    Inherent- If the neutral unit is a hostile neutral unit, units in it’s allegiance do not count as hostile to the hostile neutral creature. It will not attempt to breed with units that are part of a different hostile neutral allegiance, it will attempt to kill them. It will not attempt to breed with player’s units or critters, it will attempt to kill them.

    Inherent- Diseased Neutral creatures and Diseased neutral units and critters will not attempt to breed with anything. This includes diseased neutral hostile units. Lascivious diseased units and critters lose their status as lascivious.

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  139. Inherent-All neutral creatures will attempt to kill hostile neutral diseased critters on sight.

    Inherent- A hostile neutral unit will not kill neutral critters.

    Clarification- Yes, lascivious creatures and critters will attempt to breed with the units and critters of players. One can prevent this by forming an allegiance with the neutral unit or killing the lascivious critter.

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  140. Inherent-
    Inherent- A neutral creature den will still build it’s buildings inside of the den, It will only build one building, a mages guild on the ground floor. A neutral building will build a door out of the building when it is more efficient for units to exit the den that way, up to a maximum of 9 doors on each floor of the building. The neutral units will build staircases provided that units can exit the building more efficiently, with a maximum of 6 per floor of the building.

    Neutral Creatures can create laborers by bringing resources to their den. This does not make wenches or saboteurs. They will do this when it increases their effective rate of expansion.

    Neutral Creatures will not make saboteurs.

    A den will create roads when the roads make adding resources to the buildings they construct more efficient.

    It will build two internal structures on each basement level whenever possible,

    The Den will build 4 smithies, mints, and apothecaries inside of their den. (internal structures.

    The Den will build 32 houses within a 64x64 area around the den.

    The Den will build 2 Brothels within a 64x64 area around the den.

    The den will also build 8 obelisks in the 64x64 area around the den and provide the each obelisk with a spell book from their mages guild.

    Provided that the Den has 4 level 64 smithies, 4 level 64 apothecaries, and 4 level 64 mints, 32 houses, 8 level 64 obelisks and 2 level 64 brothels, then the Neutral creatures will attempt to build a new den outside of the 64x64 unit area with the den in the center, and inside of a 256x256 unit area with the den at the center. The number of resources composing the new den is random.

    Once the creatures create a new den, the original den creates one more building within it’s 64 x 64 friendly area. This is a corral, and they will prioritize getting this building up to level 64. Once the corral is at that level. All resources collected by the original den are put into caravans which are sent to the new den that they created in order to expedite the process of that dens expansion. Collected Resources will be placed in a pile near the corral given there is no space in any caravan to take the resources away.

    Following the creation of caravans, Neutral creatures will apply 1/6 of the resources that the original den collects to their respective mages guild indefinitely, until the guild knows all spells that can possibly be cast in the game. At that point all resources go to the new dens created by themselves and by units from buildings that they ushered into the world.

    The creatures will repeat this process indefinitely.

    Inherent- If a neutral critter wanders into the deep enough into the friendly patrol zone of a neutral den, the creatures will kill the critter given that they can preserve it enough to allow them to collect all of it’s resources. These resources go randomly towards the structures that the den creates.

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  141. Inherent- Neutral Smithies and Apothecaries will attempt to create 64 resource items and consumables whenever possible. The items will have one random item effect, and the consumables will cast one random ability.

    Commentary- although the number of critters may get out of hand rapidly, if this truly becomes a problem, one can chain cast Animal Rites so long as the subsequent target of a Liberated Animal is within range enough to cast Animal Rites to address the issue.

    Inherent- A neutral unit will kill any civilian that successfully gives it a disease.

    Inherent- If one gives a disease to a neutral faction becomes hostile to the player and demands tribute of 200% of the resource weight of the unit. (Weight without items)

    Inherent- If one gives a disease to a neutral unit one is allied with, the neutral faction becomes hostile to the player and demands tribute of 200% of the base resource weight of the unit.(Weight without items)

    Inherent-Consent- If a unit does not consent to breeding, the initiating party has a (X/R) chance of successfully breeding with the target unit regardless, where X is the effective number of resources composing the initiating unit(with items and buffs included), and R is the effective number of resources composing the target unit(with items and buffs included).

    One’s own units will always attempt to breed as the player commands them. If one has an allegiance with a faction of neutral creatures, the faction of neutral creatures will always consent to breed so long as they remain a valid allegiance. If one has an allegiance with a group of neutral creatures that has split from their faction, the the neutral creatures will always consent to breed so long as they remain a valid allegiance.One can chose to resist the advances of neutral units and critters. One can choose to resist the advances of player’s units, regardless of being in an allegiance with the player or not. One does not get a consent roll against the effects Wild Stallion or Open Heart.

    If a neutral unit one does not have an allegiance with does not consent to breeding, but does not resist the advances of a unit, the faction will become hostile to the unit’s affiliation and demand tribute of 100% of the base resource weight of the unit (without items or buffs). Lascivious units will still attempt to breed without consent.


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  142. Inherent- When a new den is created by a neutral unit, the new den will inherently be a part of the neutral allegiance of the original den. If the original den is not part of an allegiance, then a new allegiance is formed. Neutral Units will consent to form an allegiance with any neutral creature dens that are not neutral hostile units or allied with a player regardless of diplomacy. For a neutral allegiance to ally with a neutral hostile allegiance, standard diplomacy must occur.

    Inherent- One can use diplomacy to form an allegiance with neutral creatures by utilizing diplomacy single creature, choosing a single den, or even choosing an entire neutral allegiance.


    Inherent- A |2| player can choose to change any of the stat allocations, item effects, consumable effects and unit type effects of units, items, and consumables produced by a neutral den at will. A |2| player can also elect a neutral unit to work as a professional in a neutral den, any unit can be used in any den so long as the units are part of the same neutral allegiance. Once the unit has become a professional in the den, the professional unit is treated as if it were a native part of the den. A |2| player can also change the path of neutral units, it cannot change whether the unit is hostile or neutral though.

    Inherent- Neutral units will also create three Critter dens somewhere within a 64x64 tile area that includes their den. They will attempt to raise this building to the base strength of their own den, if possible. Once the first den is completed, they will create a second den that is twice the base strength of their own den. Once the second den is completed, the neutral creatures will create a third den that is three times the strength of their own den. The neutral creatures will use Bountiful resources to accomplish this, as well as Masterwork resources if they have the capacity to create them. If this is impossible, they are pure Bountiful/Masterwork resources. The neutral units will not add a resource to a Critter den if doing so makes achieving the 2x strength and 3x strength impossible. (Strength here means Total number of effective resources, normal resource counts as 1, Dominus resource counts as 5)

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  143. Clarification- The neutral den will prioritize the Critter Den over all other buildings, meaning any resource that can help the building achieve it’s proper resource weight is guaranteed to go there until the buildings have all met their proper resource weights.

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  144. Clarification- The neutral den will prioritize the Critter Den over all other buildings, meaning any resource that can help the building achieve it’s proper resource weight is guaranteed to go there until the buildings have all met their proper resource weights.

    Inherent- Neutral Creature Dens that are part of an Allegiance will only have one Den in the allegiance attempting to create a Mages Guild that can teach all possible abilities in the game. Given that another den is already doing this, then the den uses all Dominus resources available to create it’s building regiment again, using solely Dominus resources this time. Non Dominus resources are sent to help smaller Dens in the Neutral Unit’s allegiance that can utilize them.

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  145. Inherent- Given that a neutral den completes it’s entire dominus building regiment, then all harvested resources are sent to help nearby dens. Given all Dens in the allegiance have completed their dominus regiments, then the resources go to help the Neutral Creature’s Mages Guild achieve perfection. If the Mages Guild is perfect, then each den will start it’s dominus regiment again, and a New den is selected in the quest to achieve a perfect Mages Guild. This process repeats itself indefinitely.

    Inherent- Bringing a bountiful resource to a castle only creates 5 civilians of that color type. It does not create any thoroughbred civilians.

    Inherent- A neutral creature den will prioritize increasing it’s number of masterwork laborers over all other civilians. A neutral den can create one thoroughbred civilian per week by bringing a bountiful resource to the den. Given that the den has thoroughbred laborers that are not working on dominus resources, then the Neutral den will go back to utilizing the resources randomly.

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  146. Inherent- Bringing a bountiful resource to a castle CAN creates 5 civilians of that color type. It CAN also create one thoroughbred civilian of that color type. (Bountiful resources would accumulate too fast and be unused as they are easier to get than thoroughbred laborers. This also applies to neutral dens, and these now have no limit on the number of thoroughbred civilians they can create per week.)


    Clarification - the Neutral den will go back to utilizing the resources randomly ~if not utilizing the resources on a higher priority project (e.g. Critter Den).


    Bountiful Resources composing critter dens will cause the respective bountiful resource to become thoroughbred in critters. The critters will still be neutral given. Bountiful resources in an Empty Critter den do nothing but act as 5 resource of that color type.

    Empty Critter/Creature Dens do not need to be composed of Dominus resources in order to house Dominus units/critters. They simply need to match in color and type.

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  147. typei - The critters will still be neutral given that they are part of a critter den, and not an Empty/Occupied critter den.

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  148. This was too strong.
    Fix - Bountiful Resources composing critter dens will NOT give the respective resource a chance for the bountiful resource to become thoroughbred in a litter set of critters. It is far more difficult to create thoroughbred units than this, and this could be exploited to create thoroughbred units very rapidly.

    The only way to have a critter den produce thoroughbred critters is to have naturally thoroughbred critters occupy an empty critter den.

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  149. Mount- ability- a unit can mount a creature to gain it’s movement. This movement is determined by (4R/X)% where X is the number of resources composing the unit with items included and R is the number of resources composing the creature with buffs included. There is no extra benefit is (4R/X) is above 1 (100%). (4R/X) Determines what % of movement the critter can effectively use per turn while mounted. When mounted, the color used for color roll against terrain is the color of the critter mounted, not the color of the unit.

    Fix- Neutral units will not add dominus resources to critter dens. The neutral units will create empty critter dens. These will have up to 4x and 6x of the resources found in the den. The neutral units will attempt to tame any critter that has an effective resource weight that is twice that of their den and thrice that of their den respectively and house these critters in the den when they find them. Creatures from the den will attempt to tame these units, and units from the den of a neutral path will return the applicable creature to the den if it finds one. The unit will first take the critter to the original critter den, take up the occupation of the Animist if it is unoccupied, and permanently tame the critter.

    The neutral den must have the critter that has 200% resource weight of their den permanently tamed before they start construction on the empty den. Once they have the critter tamed, the critter den will be their only focus. Neutral units will become alchemists temporarily given they do not have the color type of resource necessary for the appropriate critter den on hand, in order to satiate this dearth. Neutral creatures will inherently cede 90% of the critters their critter den produces into neutrality, and will not attempt to kill these critters. They will harvest the remaining 10% for resources.

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  150. More on Mounts

    Inherent- A critter can be buffed as any unit normally is, by the same standards.

    Inherent- One cannot cast animal rites on a critter that is not neutral or allied to the caster.

    Mounts are still independent critters from the unit that mounts them. If a neutral critter is mounted, it will still have its original path. A mount can be killed while a unit is riding it. A unit can attack, use spells, and use abilities as it normally would while mounted. A unit still functions as normal while mounted. A unit cannot perform labor while mounted. A civilian can use a mount. A unit and a civilian can still carry resources while mounted, these count as a part of the units resource weight for the mount calculations. A unit can choose to mount any critter in melee range. Undead critters can be mounted. It does not cost any movement to mount a critter. A unit does not spend its own movement while mounted, it spends the critters movement. A unit will dismount to give birth, if need be, the mount will go into the burrow. A mounted unit must dismount in order to breed, a mounted critter can breed as normal. A mounted critter inherits the bonuses to movement that the unit that mounts it has. A unit cannot ride a mount inside of a building. A unit can ride a mount in a tunnel. If a mounted unit has flying cast on it, the effective weight of the critter is (Base weight of critter + Resource weight of the unit mounting it, with items included)

    Inherent- A critter can consume flowers created by the item effect, it cannot use any other form of consumables however.

    Inherent- Allied critters have humor, neutral critters do not.


    Critter Humor
    Give Birth- +8 humor
    Seeing an enemy hero die- +8 humor
    Seeing an enemy unit die- +4 humor
    Be ridden for a turn (Rider uses all of a critters movement) - +2 humor
    Be ridden some for a turn - - +1 humor
    (Rider uses more than half of a critters movement, but not all)
    Be Pleasured - +1 humor
    See an allied critter die- -1 humor
    Seeing an allied unit die - -4 humor
    Seeing an allied hero die -8 humor
    See the allied mayor die- -64 humor


    Inherent-A critter still loses the ability to move on the turn it gives birth.

    Change- inherent- A critter receives 25%/ 50% / 125% bonus base movement from being pleasured by an invalid/normal/thoroughbred wench.

    Inherent- Hostile Neutral Creature Dens will build and populate empty creature dens in an attempt to provide every unit in their allegiance with a mount that preserves 100% of the mounts movement (They will employ an Animist to accomplish this). If the neutral unit effectively has less base movement while mounted, then it will not mount the critter.

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  151. Critters have the same chances of inheriting invalid resources as units and the same chance to randomly receive an invalid resource as units.

    An invalid critter receives (X/2R)% reduction to movement where X is the number of invalid resources composing the unit and R is the total number of resources composing the unit. (E.g 6 invalid 6 normal critter (6/ (2(12))= 6/24 = 25% reduction = 75% movement)

    An every two invalid resources in a critter provide one usable resource when collected. The invalid resources follow the salvage breakdown of chance of color and type when they do not match in color and type.

    An invalid critter cannot cast blight, as critters cannot use abilities.

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  152. Invalid resources composing a critter only count as half of a resource in terms of effective resource weight when being mounted.

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  153. Inherent- a Saboteur has 8 base movement, with the option of limiting itself to the same movement as a laborer when in sight of the enemy.

    Inherent-Clarification- Civilians still benefit from a color roll when determining movement cost.

    Inherent-Clarification- Terrain height movement multiplier is determined by the tile the unit is moving to, not the unit the tile is already on.

    Overweight, Smoking, and Drinking - Option- Units and critters are all overweight, smoking, and drinking. Units receive 2 base movement, Heroes receive 2 base movement, Critters receive 4 base movement, Caravan has one base movement, Mystics have 2 base movement, Saboteurs have 2 base movement, Laborers, Wenches, and Mayors have one base movement. A laborer can still move one resource for one movement, and labor upon one resource for one point of labor. Roads and pleasure paths still provide their bonus to movement, calculated from the effective base movements in this mode. Invalid resources have 400% the chance of appearing randomly (1/16).(Pregnant women should not drink alcohol or smoke). The effective calculation for a mount is now (2R/X) inherently, in place of (4R/X) from the original equation. Calculation for an invalid mount movement reduction is now (R/X)% reduction taken from the original equation. Going up stairs costs 200% movement, going down stairs occurs at 100% cost.

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  154. Clarification- Regarding teleportation. Effectively, when teleporting a unit, one moves the unit as if the unit were moving normally, however there are no movement rolls, and this is not subtracted from the units movement, it is instead subtracted from the calculated range of the teleport until it is 0 or below one movement. A unit that is teleported can traverse floors of buildings and tunnel levels regardless of stairs being there or not (teleport through the floor or ground), moving one floor or tunnel level effectively costs one range of the teleport. Line of sight is not impactful when casting teleport, only the effective range of the spell. (otherwise one could not traverse floors).

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  155. Option- Game Mode- Third person Limited- In order for a player to issue orders to a unit, the unit must be within a chain of sight of a tactician. A tactician is created at a house like a laborer, and has 8 movement. Units that the player has lost control of will not attack or use abilities, but will still retaliate. The player regains control of the units once they return to being within the chain of sight of the tactician. A tactician cannot attack, carry items, or perform labor. A tactician can be bred like any other civilian. A tactician can use a mount. The player starts with one tactician. In this game mode, a unit can see down stairs as if it were level terrain from the floor above, this occurs as a line, and so the unit can only see the straight line. The castle door is inherently open. (keep the doors open, as doors block line of sight)

    Stairs vision example Units = X and Y Stairs = S ( X——S——Y) Unit X can see unit Y. This does not work diagonally. Unit X cannot see Units on any row of tiles below or above unit Y, but vision is granted by chain of sight.

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  156. Units one has lost the ability to give orders to in Third Person Limited will not move.

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  157. Units summoned via the Traditional Summoning Procession and the Necromantic Procession will have divine resources composing items they carry before the units themselves that are summoned are inherently composed of divine resources. ( It was too easy to summon divine creatures for breeding this way.

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  158. Change- Divine summoning now doesn’t exist. It is now synonymous with traditional summoning. (It is too easy to summon divine creatures for breeding purposes with the original divine summon.)

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  159. Change- Summon critters will never summon divine critters. This also makes it too easy to get divine resources for breeding purposes. Excess critters that do not fit into the range of the summon appear within sight of the next most proximate unit to the summoner that sees empty tiles.

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  160. Hallucinations-ability- This will cause illusions of units to appear within line of sight of the target. The illusions do no damage, but are controlled by the caster. The cost of this ability is (4X / (RxTxN)) Where X is the number of resources composing the ability, R is the resource weight of the hallucination (with items, buffs, etc), T is the number of turns the spell lasts, and N is the number of hallucinations spawned. The hallucinations disappear when attacked or a unit (even an ally) walks onto them. The hallucinations appear to the enemy, regardless of remaining in line of sight of the target. The units must match in color and type to the ability using all resources composing the ability 4 times throughout the units spawned, these can be mixed over the different units, when spawning multiple units, they do not have to be identical. One chooses unit type effects and item effects if one chooses, in case the unit is identified, otherwise these are random.


    Inherent- corrals function in the same way as creature dens, simply replace creature with caravan. Empty corrals included.

    Inherent- If a patriarch or den mother is killed, the creature den will no longer produce units until an eligible unit fills the roll. (Unit must be able to match it’s entire color type with the resources composing the creature den). Then normal creature den production continues.

    When one changes a resource type at a shaman, this allows one to reallocate the stats as well. One can do this without changing the color or type, at the same cost of one shamanic point per resource that has it’s stats changed.

    Inherent- One can teleport through walls as if there was a door there, so long as the building floor is on or above the equivalent terrain level. If teleporting through the wall would put the unit underground, this cannot be done, unless there is a tunnel where the unit teleports to, or the unit has enough range on the teleport to raise it’s terrain height (1 range per terrain height increase/decrease)

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  161. Double your Pleasure -(option)- All units are hermaphrodites (both male and female). This means all units can impregnate other units and be impregnated by other units. One chooses the functional gender when breeding (Pick Male/Female). A unit cannot impregnate themsef.

    Inherent-change- Rustle changed to drop 2 consumables.

    Hide- (Ability) - This spell hides an item on the ground from all enemies and neutral creatures. The cost of this ability is (4X/R) where X is the number of resources composing the ability and R is the number of resources composing the target item. This buff does not fade and lasts until the item is revealed by a reveal spell.

    Clarification-inherent- When a priest heals a crippled unit, he heals all of the resources that are crippled at the cost of one holy point.

    Clarification- At the moment there are two spells called “Reveal” , the one that identifies buffs on the target is now Inspect or Identify, the original reveal still stands as reveal, and reveal reveals traps and camouflaged units.


    Inherent- All ships need a captain. One unit elects to be the captain of the boat. This is the unit that controls the movement of the boat, (E.g. select unit- select move (it moves boat), or Leave the Ship’s Wheel) the unit still has full movement on the boat. A unit must be at the ship’s wheel in order to be the captain and steer the boat. One elects the position of the ships wheel when building a boat.

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  162. Big update coming through. All about Flora.

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  163. Food and Cooking- Types of plants, benefits of food.

    A Dish (Meal) is composed of up to 16 parts. Each part provides 16 of the respective substat, secondary stat, or tertiary stat.

    Eating a dish also heals the unit as if it had a basic heal cast upon it that was made up of the color type of the dish, and was composed of 400% as many resources as there are ingredients in the dish.

    Flora- These offer units fruits, vegetables, herbs, and spices. These nodes can occur on top of resource nodes. There is no collision between a Flora node and any type of unit or critter.

    Cooking a meal- A meal can be cooked at any time with the ingredients that the unit carries so long as one has the ability to cast the adequate Manifest Meals.

    Manifest Meals - (ability) - For every one resource composing this ability, the unit can create meals with up to that number of ingredients. (Effective max of 16). Once this is cast, the unit can create an unlimited number of meals so long as it has the ingredients. This ability lasts for one turn.

    Ingredients- A unit has a base carry capacity of a total of 512 ingredients. An ingredient includes fruits, vegetables, herbs, and spices. The unit can hold up to 8 prepared meals. Vegetables and meals do not count as items or consumables.

    Seeds-One gets one set of “Seeds” every time one harvests ingredient. The seeds can be planted at will, and after the time it normally takes for the ingredient to seed (e.g. Vegetable- 2 days) a vegetable node will appear in the place where it was planted.

    A Food Buff - (Satisfied) When one eats a meal, one becomes satisfied. Being satisfied lasts for 3 days (fades once the unit has had two turns after consuming the meal). Being Satisfied cannot be dispelled.

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  164. Vegetables- These seed once every two days. A vegetable nodes gives the unit 4 of that type of vegetable. Each vegetable node will spawn 4 new vegetable nodes of that type every two days on tiles hat do not have a type of flora on them, or that do not have the capped amount of vegetables on them are within a 33x33 area with the vegetable at the center. The exceptions to this are vegetables that grow on vines, new nodes from these plants will appear on an adjacent tile whenever possible, if this is not possible, then the normal vegetable seeding occurs. (Vine fruits are Squash, Tomatos, Peas, Beans, .) 2 vegetable nodes can be on top of each other.

    Fruits - These seed once every six days. A fruit node gives the unit 12 of that type of fruit. Each fruit node will spawn 2 new fruit trees of that type every two days on tiles that do not have a type of flora on them that are within a 33x33 area with the fruit at the center. The exceptions to this are fruits that grow on vines, new nodes from these plants will appear on an adjacent tile whenever possible, if this is not possible, then the normal fruit seeding occurs. (Vine fruits are Watermelon and Grapes.) Only one fruit node can exist on a tile.

    (Herb and Spice effectively interchangeable)
    Herbs and Spices- These seed every days. A herb or spice node gives the unit 2 of that type of herb of spice. Each fruit node will spawn 8 new herb nodes of that type every days on tiles that do not have a type of flora on them, or that do not have the capped amount of a herbs on them that are within a 65x65 area with the herb at the center. The are exceptions to this. Herbs that grow on vines, new nodes from these plants will appear on an adjacent tile whenever possible, if this is not possible, then the normal fruit seeding occurs. (The only vine herbs is Pepper) 4 herb nodes can exist on a tile. Some herbs function as if they were fruit trees, and count as the same type of flora occupying a tile as Fruit Trees (The tree herbs are Cinnamon and Cloves). Some herbs function as if they were vegetables, and count as the same type of flora occupying a tile as vegetable. (Vegetable herbs include Onion, Garlic, and Ginger). The rest of the herbs seed as originally described. ( When one Picks cloves, one receives 12 cloves, not the usually 2 one would expect from a herb. Vegetable herbs yield 4 of themselves when harvested.)




    Benefits of Ingredients

    Meal Effect- Each ingredient used gives 4 points of item effect that accompanies the satisfied buff. This fades when the buff fades.

    Meat- Meat can be taken from critters. One resource of a critter provides 12 meat. The color type of meat determines what sort of buff it gives. One piece of meat gives 16 substats that one gains from that type of resource, or 16 secondary stats of any type, or 16 tertiary stats. One can mix the substats, secondary stats, and tertiary stats as one pleases, so long a the total gain or stats per piece of meat used as an ingredient is 16.

    All of the Fruits, Vegetables, and Spices come with a color, so there are 16 colors of Mushrooms, etc.

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  165. Types of Vegetables


    Bean -Strength
    Carrot- Dexterity
    Leafy Greens - Speed
    Peppers - Finesse


    Radish - Intellect
    Beet - Potency
    Asparagus - Concentration
    Mushroom - Prowess

    Potato- Constitution
    Cucumber-Evasion
    Broccoli - Magic Resist
    Pea - Guile


    Squash - Charisma
    Tomato - Wisdom
    Leek - Luck
    Eggplant - Presence

    Types of Fruits

    Coconut- Armor
    Pineapple - Magic Armor
    Watermelon - Control Resist
    Banana - Effect Resist

    Pomegranate - Majesty
    Grape - Mana Pool
    Cherry - Cunning
    Apple - Magical Control Bonus

    Kiwi - Swiftness
    Pear - Ability Pool
    Fig - Brutality
    Orange - Physical Control Bonus

    Berries - Color Bonus
    Peach - Element Bonus
    Mango - Alignment Bonus
    Plum - Diplomacy



    Herbs and Spices : Color Resist

    Pepper - herb vine : Red
    Mustard : Blue
    Onion- Vegetable : Orange
    Cumin : Light blue
    Fennel : Teal
    Basil : Gold
    Ginger - Vegetable : White
    Cinnamon - Fruit Tree : Purple
    Cloves - Fruit Tree : Black
    Mint : Lime
    Garlic - vegetable: Grey
    Chilies - Vegetable : Green
    Rosemary : Brown
    Thyme : Orchid
    Nutmeg - Fruit : Cyan
    Sage : Dark Red

    Special Ingredients
    Tea-Herb- Increases base movement by 0.25 per Tea ingredient used
    Nuts- Fruit Tree- Increases labor capacity by 0.25 per Nut ingredient used
    Hemp - Herb- Increase Humor by 2 for every Hemp used, this fades when the satisfied buff fades.
    Cocoa- Tree - Reduces terrain movement modifiers by 4% per Cocoa used, Increases color rolls against terrain by 4% per Cocoa used.

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  166. Critters can eat meals.
    Undead can eat meals.
    Magically Summoned units can eat magical meals.

    Conjure Magical Meals- This summons magical meals. These provide 50% of their effect to living units and undead. They provide 100% bonus to Magically Summoned units. One resource in a summoning spell converts into one ingredient consisting in a magical meal. Ingredients summoned must match the color of the summoning spell.

    Flowers created from the item effect can occupy the same tile as all types of trees, vegetables,fruits, herbs, and spices.


    For reasons sake, if a meal consists of entirely herbs and spices, it is a tea of some sorts.

    Somehow, yes, a unit can eat a meal composed entirely of cinnamon.

    Ingredients can be carried by a caravan. Every ingredient counts as if it were one resource composing an item, so ingredients stack up to 64 ingredients and this would effectively be one item being carried by the caravan.

    Undoubtedly, the Chefs of the world are magical enough to ensure that their food never spoils and is always fresh.

    Building- Kitchen- A kitchen is an 5x5 building. The vault of a kitchen can hold items as normal, but it can also hold ingredients. The ingredients in a vault can be utilized by the chef to produce a meal without being taken out physically. The Kitchen also has a counter of up to 4x1 tiles. Units can pick up meals from a counter like they can pick up items from a vault. All meals made by the chef are inherently accessible from the counter. A chef does not need to move to utilize the ingredients in the vault.

    Profession - Chef- Meals produced by a chef can contain up to 128 ingredients. If a chef is pleasured, the stat bonus of a pleasured chef is inherited by the meals it creates. For every unit of currency the chef has, the chef can teleport 4 ingredients from the inventory of units per turn, so long as the ingredients match the color of the currency. The Chef can make up to 256 meals in one turn.

    Profession- Sous Chef - The Sous Chef also works in a kitchen. The Sous Chef performs a color roll against the building. This multiplies the number of meals created by the kitchen. If this is a mixed number, the fraction is dropped, no fractions of meals accumulate. Like most professionals, the Sous Chef receives a 0.5% bonus to his color roll per unit of currency he holds. The sous chef also gains the ability to change the color of 4 ingredients per turn per unit of currency that it carries. The ingredients must be in the vault of the restaurant for him to do this. The pleasured buff provides a bonus to the number of ingredients the Sous Chef can change the color of per turn,( e.g.. 150% ~ 6 per turn per unit of currency, 350% ~14 per turn per unit of currency)

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  167. Flora cannot grow inside of a building. The exception to this is in a garden.

    Garden- Building- This is a 5x5 building that will produce seeds. For every resource invested in the building, the building will produce 4 counts of “Seeds” . One chooses the type of seeds created, and can change this at will. The color of the seeds will match the color of the resource invested. Dominus resources will grant 20 counts of seeds per resource invested.

    Profession- Botanist- A Botanist works in a Garden. The Botanist performs a color roll against the Garden. This is multiplied with the number of seeds produced per week. Excess from this that is a fraction is dropped and does not accumulate.

    A botanist can use the resources composing a Garden to create tree seeds. These seeds can be planted as normal trees. Each resource composing a garden can be utilized 8 times each per week in the creation of tree seeds. Trees created this way will not inherit dominus resources. The number of tree seeds created per week is multiplied by the botanists color roll against the garden. (More Below)


    Trees- Trees are composed of resources. A tree takes X/8 number of turns to mature, where X is the number of resources composing the tree. A tree can be composed of up to 256 resources. These can be cut down and harvested for resources. To cut down a tree, the tree effectively must be killed like a normal unit. A tree that is cut down will last for 14 turns after it has been cut down (not including the turn it is cut down) before decaying too much to be used. Once cut down, laborers and units can harvest the resources as if the fallen tree was a normal resource node.

    A tree will breed with any tree in a 65x65 tile radius of the tree. Trees breed as normal units, have the chance to gain thoroughbred resources (harvested as bountiful resources), and do not have the chance to gain invalid resources. If there are no trees in a 65x65 tile radius, the tree will breed with itself.

    A tree will breed every week. Trees have the same pregnancy time as units. This roll determines the number of offspring the tree yields in a 65x65 tile area. The new tree will kill any vegetables, herbs, and spices, that are on the tile that it seeds. It will not kill any trees, (with the exception of fruit trees). The new tree can cover resource nodes, which become unaccessible until the tree is felled.

    Tree Spawn Roll
    1 : 2X
    2 : 4X
    3 : 8X
    4 : 16X
    5 : 32X
    6 : 64X

    A botanist can use the resources composing a Garden to create tree seeds. These seeds can be planted as normal trees. Each resource composing a garden can be utilized 8 times each per week in the creation of tree seeds. Trees created this way will not inherit dominus resources. The number of tree seeds created per week is multiplied by the botanists color roll against the garden.

    Inherent-There is collision between trees and units. There is no collision between Herbs, Fruits, and Vegetables and units.

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  168. Inherent- If a critter den is composed of 16 or less resources, then the builder can elect to make the critters permanently flying critters. If tamed, these can be mounted by units. These critters function as if they have a permanent buff of the ability that induces flying. These can be killed and harvested for resources just like any other critter. Casting fly on a flying unit has no effect.

    Obviously one can utilize options to simplify the game. E.g. (No food)

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  169. Obviously the Demonic Legions game mode may not be peachy balanced, but with ~72 choices of demon allegiance that is a difficult task.

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  170. New Game Mode- Demonic Legions- A unit can choose to fight in the name of a demon mentioned in the Ars Goetia, the unit receives specific benefits based upon which demon they choose to in the name of. (The mode is too long to be posed by comments, but here is a link to the PDF describing the benefits.)

    https://drive.google.com/file/d/0BzKa5nReFliaWC0xbTBDNUFLbDQ/view?usp=sharing

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  171. For The Demonic Legions mode- When a unit choses a demon, this is called being a member of that demons Demonic Covenant. One may only be a part of one demonic covenant. Demonic Covenant is not inherited by birth. A unit can choose to become a part of any demonic covenant so long as it is alive and has not become a member of one already.




    ~Commentary- A possible online game mode, due to the sheer immensity of the game, would be to allow players to control a platoon of units ( ~40 Units) every turn. The Game has a unit cap per Player color of 40X, where X is the number of players on each team. This way, turns could occur much more quickly, and the game would be able to progress much more quickly as well. The teams would have to have the same amount of players on each side for this to work, and with good communication and teamwork, teams could prove themselves to be viable strategists and leaders.

    Clarification- One can only have one Satisfied buff from food active at a time, eating another meal will override the older buff if the buff has not expired yet.

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  172. Clarification- In a unit cap game, the player chooses which units it keeps from the total production of all of its buildings. The rest are killed by the resident population control specialist.


    (Base damage was way too low, a unit one level above another one would effectively do 1-4 damage, even with 10000% bonus, this is only 100-400 damage, which is about 8 resources of a unit health, and 10k bonus is not feasible at all

    Inherent-There is another roll performed after the result of the combat grid. This occurs after the number has become a fraction if the combat grid resulted in a negative number. This roll applies before percentage bonus to a unit’s specialty.

    1:2x
    2:5x
    3:10x
    4:15x
    5:20x
    6:30x

    One can combine one’s basic attack with a direct damage ability, this combines the stats for the combat grid purposes, but reduces the result of the combat grid to 70% of it’s original number. This still costs magic/ability points.

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  173. Inherent-The whole middle battle wheel thing doesn’t make much sense. So that is just water now for reasons sake.

    Off the Top Ropes-Inherent- Ability Bonus- Any melee range damage dealing ability or attack can be cast off the top ropes. One must be on a terrain thats height is 2 terrain levels higher or more to cast something Off the Top Ropes. Doing this grants the ability 100%+50x% bonus per terrain height fallen, where X is the number of terrain levels the unit falls. The unit appears on a the most tile adjacent to the target that has a terrain height difference of less than two. If there is no tile adjacent, the most proximate tile with a terrain height difference of less than two is used.


    Option-for the rolls, or any roll, all rolls of this roll can effectively be a zero in place of the high number(s) on rolls. (Combat grid roll may not be everyone’s pace for a unit’s life expectancy)

    inherent, it seems a unit isle able to carry an obstacle fragments that are less than or equal its own level. A unit is only able to carry one obstacle piece at a time. The obstacle fragment still has the same effect.


    An odd man would make a cube or a triangular prism with stairs all around the edges, any sort of shape honestly. somehow with gravity towards the center. Some sort of spaceship and it’s all rooms inside instead of underground. Everyone is a spider.

    Another man would make It could know your side rather than your shape; so long as the number of tiles, any shape being used has a length that is the same the number of tiles of the map, the map could. fit, or along the lines of a square factor of the number. Were the leftover debris of components and landmass becomes a stairs or ocean that simply translates into the adjacent map when boat reaches a distance of shore of 0.05/0.1/0.25/0.5/1/2 kingdom(s).

    ,~~~~~~~~~~
    -Comment- below is about graphics if one had computer aptitudes and capabilities.

    If one desired a unit being more than one pixel, or a view rather than topdown, one could see more with this.

    vantage-throwing sprites from a bank one could see at more of a vantage that one tile if one had the means of a sprite collection. Any hospitable form could be reigned for an angle or size, easy able to replicate classical perspectives.
    pixel unit#,pixel tile#, player angle of view#,

    One has many different possible vantages for walking and fighting.

    These things would stage a different vantage, one could even throw in spectator vantages if desired,

    if desired, so far as easy literacy of things you can summon a nice postcard of what any unit is, a business card, to look at his numbers, or whatever you find out.
    _____________


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  174. For a cube map it would make sense that a building that is WxW would simply be WxWxW inherently. Doors down are just stairs.

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  175. Children of the Sky- (Game mode)- In this mode all dens that start with patriarchs and den mothers (even corral mothers), are empty. At the start of the game. Each player is given a summoner of random color but predetermined type, with X base resource, and Y items of Z resources, the players are allowed to pick stats. The players take 100/200/300 turns summoning critters, the summons to neutral creatures and critters receives 2x/4x/8x/16x base resources, plants as if each lumber tree 2/4/8/16x resource multiplier to its base composition, fruit trees as if they were 4 resources each vegetable 2 resources and each herb one resource. The summoners each have 10x/20x/30x normal base spell and ability points. All critters, ingredients, and trees created from this are considered living and start the game in the same spot that they were summoned in. The summoner is put in a random spot each turn. There is no maximum range on the summon. The player that summons the most trees, ingredients, and critters wins 16 random critters that were summoned during the introductory phase, and the game them begins as normal. One must tame the critters, or sway the units into allegiance with diplomacy and a hero given one has no units.


    Neutral Creatures will occupy a creature den that is ceded to them, they will choose a partner based on which one is a the higher stats than the current founder, the stronger units stats are used and the creatures that have higher stats than the current strongest member will not replace the old founder.


    The player rolls for tile number and then summons, then the color kingdom is randomly rolled once the unit is done summoning, and the summoning occurred on that tile.

    Neutral creatures do not start with dens in this. The numbers of everything in this deplete fast if not renewed.

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  176. In the Children of the Sky mode, players do not start with their summoner. The unit can still recruit heroes and mayors to ones castle free of charge and create civilians from the resources inside of the castle.

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  177. Inherent- Attacks, spells, and abilities that occur “off the top ropes” inherently provide the bonus. It is not an ability per say, as it is not cast by the unit, rather it is simply a bonus provided by a terrain advantage, that incurs a special case of post attack positioning.

    Inherent- If one dispels the flying buff from oneself (or it simply fades) or one dismounts from a flying mount, the unit can utilize any melee attack/ability as “off the top ropes” utilizing the terrain height fallen from, so long as the unit does not move any tiles. Essentially, the unit can deal damage “off the top ropes” to any unit in a 3x3 tile area with the central spot that is the spot that it dismounts a flying critter, flying fades or where flying is dispelled,

    Inherent- Falling to the ground from the flying buff disappearing or dismounting from a flying mount does not cost any movement.

    Option- Flying critters can exist up to the normal cap for critters. (64 resources)

    Inherent- Mounts benefit from food and buffs that increase their effective resource weight. 4 substats, 4 secondary stats, and 4 tertiary stats compose one effective resource for this calculation. One can mix the three stats so long as totals of twelve are used to represent whole resources (E.g. 2 substats, 9 secondary stats, and 1 tertiary stats equals one effective resource as well.)


    Inherent- A suplex can easily be a throw, It is a throw so long as the unit does not end up on the tile directly behind the unit that cast suplex, only if it does this is it qualified as a suplex.

    Inherent- Empty Buildings can be made. a 4x4 empty building costs one resource. The buildings do not provide anything, but they do have a vault.

    Inherent- With the functionality of tunnel levels as is, i’ve decided to make tower mode inherent. Buildings can be built on top of one another, so long as there is a roof that has usable tiles. (Usable, not occupied by another building, is a roof tile, (Cannot build a building on tiles without the roof of a building entirely under their floor). A building has a height of one terrain height per floor, the roof of ground level is one terrain height above the terrain height its floor is on.(for basement ladder purposes). It still costs nothing to build stairs between building heights or basements.

    Inherent- Buildings can be build underground so long as there is sufficiently cleared space (e.g. a 9x9 square of a tunnel for a creature den). Buildings can be built within other buildings so long as there is sufficient space.

    Bridges- Inherent- These can be built between buildings so long as the effective terrain height is more than one above the ground. These function as roads, these cost 200% of the resources that a road does. Bridges can be built over water as well. (Effective terrain height, E.G. a building build on the ground at terrain height 4 has 3 identical buildings built on top of it. The doors leading out of the 3rd floor are effectively terrain height 7.

    Inherent- With tower mode, a flying unit can increase its altitude by one at the cost of one movement. This terrain height also counts as distance to a tile when calculating visibility.



    Inherent - Tattoos/ Body Runes - A unit can have 6 tattoos. A tattoo provides a flat bonus to the number of resources composing a specific ability when used by the unit. One cannot choose the same ability twice. Magical/Physical/Elemental/Melee/Ranged are not impactful, only that the ability cast is the specific ability, regardless of the above aspects. ( Even this game does not advocate getting facial tattoos)

    Back :40% Bonus
    Chest/ Front Torso : 30% Bonus
    Arm : 20% bonus
    Arm : 20% bonus
    Leg : 10% bonus
    Leg : 10% bonus

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  178. Item Enchantments- An item enchant can be composed of up to 64 resources, and provides benefits as if the enchantment were an additional item. Enchantments are permanent and persist through death, but they can be changed by visiting an enchanter.

    Enchanter’s House Building- This house is a 4x4 building with no limit to the number of resources that can be invested in the building.

    Enchanter- Provides enchants on items. An enchanter works in an Enchanter’s House. An Enchanter’s House can enchant any item with any enchant that is composed of resources that match color and type of the building without repeats. A Dominus (bountiful/masterwork) resource composing an enchanters provides the ability for enchantments to utilize Dominus enchants, granting a bonus as a normal dominus resources (500% stat gain from the dominus resource). An item enchant is composed of up to 64 resources, so the effective maximum gain is a 64 dominus resource enchantment. The enchanter performs a color roll against the Enchanter’s House, this multiplies the amount of resources composing the building (Fractions of resources are dropped.) (E.g. 16 resource Enchanter’s House, color roll of 1.8, effectively 80% bonus, one can choose 4 out of every 5 resources composing the house to function as double resources) Currency held by the Enchanter provides a 0.1% bonus to color roll per unit of currency. (E.g. 10 pieces is 110% roll or 1.1x the color roll)

    (Currency Bonus x Color Roll) (Resources composing the house).

    The enchanter can perform 32 enchants per turn, the strength of the enchants does not impact this. This is also effected by color roll and currency, multiplying the number of enchants the enchanter can do per turn.

    Option- Enchants provide one level of item effect for each resource composing the enchant, Dominus resources composing the enchant provide 5 item effects.

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  179. Civilian- Entertainer- An entertainer is a Civilian, An entertainer can entertain all units that are within line of sight of the entertainer. One can utilize a house to make entertainers. An entertainer has normal sight and 8 movement per turn. The entertainer provides gains to Humor. The thoroughbred entertainer has double the vision capacity of a normal unit. An entertainer receives 0.1% bonus to the Humor it grants per unit of currency that the entertainer carries. Entertain is the ability of the entertainer, it effects all units that are within sight of the entertainer when the entertainer uses the ability, it can use the ability once per turn. (Entertainers cannot carry items other than currency as all civilians)

    An entertainer also provides a bonus to stats provided by resources that match the type that the entertainer is. One can only have one stat bonus active at a time, this effect lasts until the unit has lost five times the amount of humor that the unit gained from being entertained (5/10/25). Gaining humor after being entertained does not increase this number. (E.g. lose 10 humor after being entertained by normal entertainer, stat buff fades) Getting entertained again can overwrite this buff, if one desires. One can also choose to ignore being entertained.


    Humor Gained by being entertained by (type) of entertainer.
    Type/Humor Gain/Resource Type Stat Bonus
    Invalid: +1 Humor / 5%
    Normal: +2 Humor / 10%
    Dominus: +5 Humor / 25%


    Inherent- items that cast spells and abilities benefit from all bonuses that would impact the spell if it were cast by the unit. This does include casted buffs. (E.g. The cunning bonus to an item casting a damaging spell is the total cunning bonus provided by the unit, items, and buffs on the unit.)




    Inherent-Mechanic-Damage to Items- Whenever a unit deals damage, receives damage, or uses an item to cast a spell of ability, there is a 50% chance for one random resource composing an item that the unit is carrying to become damaged. If an ability was cast with an item, the only resources that can be damaged from that are the resources composing the item used to cast the spell/ability.

    Inherent-Damaged Items- Each damaged resource composing an item only provides 50% of its statistical benefit. Damaged resources in an item no longer provide their item effect level (ideally one should select which resources provide what item effect levels when the item is created).

    Repair Item- Ability- This repairs an item. (2X/R) determines the number of damaged resources repaired.


    (To avoid hiding in tunnels)
    Tunnel Snake- Teleports the caster towards the nearest enemy in a tunnel. This functions as teleport but acts as if the teleport has 800% of the resources invested in it. One can choose where to stop casting this given that an enemy comes into line of sight, however, if no enemy falls into line of sight, then the entirety of the teleport is used. One must end ones turn on a legal unoccupied tile (end tile of tunnel must have been there before the spell was cast.)

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  180. Building- Woodworks- A woodworks produces tables, ladders, chairs, and beds. A woodworks can produce 8 beds per week, 16 ladders per week, 32 tables per week, and 64 chairs per week. One chooses which type of accommodation the woodworks produces. Essentially, a woodworks has 64 woodworking points per week, a bed costs a 8 woodworking points, a ladder costs 4 woodworking points, a table cost 2 woodworking points, and a chair costs one woodworking point. The Woodworks can make any combination of items producible by its woodworking capacity.

    Profession- Carpenter- The carpenter performs a color roll against the Woodworks, this number is multiplied by the number of items produced. Fractions do not accumulate. This roll is increased by 0.1% for each unit of currency carried by the Carpenter.

    Inherent- Hearth- All buildings can have one hearth. The hearth provides +8 Humor to any unit that ends its turn within the building. These are placed when the building is constructed.


    Chairs- One picks an element when building a chair. A chair is carried as an object fragment. The chair grants X% bonus to melee attacks and abilities where X is the number of resources invested in the chair. One can throw a chair, this deals damage as if the chair were a direct damage ability. One is able to throw a char up to half the distance of ones effective maximum range. Units can carry a chair as they can carry an obstacle fragment, units cannot carry both at the same time. (Carry a chair that is composed of equal or lesser resources than its own base resource weight.)

    Table- Units on a table take 200% damage from melee attacks, flying chairs, and melee spells/abilities. Units cannot carry resources or labor while carrying a table. A unit can only carry a table that is equal to its size. (E.g. a 2 tile table takes 2 units to move.) The same carry weight check is true here. ( One can carry a table that is composed of equal or lesser resources than its own base number of resources (no items, no buffs).)


    A table has a chance to be broken. The chance is (((U1+U2)-2T) / 64), where U1 is the base resources composing Unit 1(no items no buffs) involved in the damaging attack utilizing the table, U2 is the base resources composing Unit 2(no items no buffs) involved in the damaging attack utilizing the table, and T is the effective number of resources composing the table (Normal 1, Dominus counts as 5). This can be expanded with the number of individuals involved in a combined attack utilizing the table, (((U1+U2+U3)-2T) / 64), for a 3 unit involvement, etc. A broken table is permanently broken.

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  181. Ladder- One can climb a ladder for one movement to gain one terrain height. A ladder grants access to one terrain height for every 32 normal resources composing it. (Terrain gained from a ladder can exceed the natural terrain maximum). A ladder only provides terrain hight combat bonuses to attacks, spells, and abilities in melee range. Being on a ladder also provides one effective range to all melee attacks per terrain height gained. However, upon using a melee attack/ability from a ladder, one falls (jumps) off the ladder, ending in an unoccupied tile around the target, forcing one to spend the movement if they wish to climb the ladder again. This terrain height advantage is impactful for Using an Ability “Off the High Ropes”. When climbing a ladder, the terrain height roll is always a 1, and the color % of the ladder is used for the color roll in place of terrain color. (The terrain color roll against a ladder is effectively as if the unit rolled against the ladder, and the ladder were a unit, however this roll effects movement, not damage.) A unit can descend an entire ladder with only one movement.

    Ladders can be used to scale buildings. A ladder gives access to one terrain level difference per 32 resources invested.

    Bed- If a unit ends ts turn in a bed, it gains a 2(X/R) % bonus to it’s base movement on its next turn, where X is the number of resources composing the bed, and R is the number of resources in the base composition of the unit (no buffs no items). (E.g 4 resource unit and 4 resource bed 2(4/4)=2=200% base movement on the units following turn.) The color roll of the bed against the unit multiplies the base movement bonus that is provided.

    If a unit had ended it’s turn in a bed, attacks against that unit deal 200% damage.

    Morale(Humor) Bonuses
    Eat a meal in a chair +4 morale
    Eat a meal in a char adjacent to a table +8 morale
    Sleep (end turn) in a Bed +8 morale

    There is no collision between units, tables, ladders, and chairs. Chairs can stack up to 16 in a tile, Tables up to 8, and ladders up to 4. Beds do not stack.

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  182. Bout- Ability- This challenges a unit to a bout. This does not cost spell or ability points. The chance of being successful is (4X/4Y) where X is the total number of resources composing allied units (base resources and items, no buffs included) in a PxQ area that includes the unit casting the ability, and Y is the total number of resources composing enemies in that same area(same qualifications). Resources composing the enemy units is the average of the enemy two players, given that there are 3 or more unaligned players with units in the area. Aligned players count as allies. A bout can exist in up to a 7x7 area, with a minimum of a 3x3 area. The size of the area of the cast determines the size of the ring (where the bout occurs). Units in the bout cannot leave until only one player in the bout has living units in the ring. Units can pick up tables, ladders, consumables, and food that are adjacent to the ring. Chairs can be thrown into the ring. Ranged attacks/heals/abilities from outside of the ring do not effect units in the ring. Summoning of units cannot occur in the ring.

    Bout Ring Ropes- Knockback that is used within the ring bounces off of the perimeter of the ring, adding a 50% bonus to both damaging and non-damaging attacks and abilities against the unit that occur on the same turn as the knockback for each time the unit bounces. (The bonus is given as effective resource composition). (e.g. one bounce 150% effect, 2 bounce 200% effect.

    Bout Ring Corners-The corners of the ring function as a ladder and allow the unit to climb up to 2 effective terrain height. Like all attacks from ladders, melee attacks and abilities automatically become “off the top rope” when attacking from the terrain height advantage of the corner. One must climb the ladder again in order to get the benefit of the attack. (Still, ranged attacks (other than technical melee attacks that still occur within effective melee range (+1 effective range for each height on a ladder) get no benefit from a ladder, including the corner, which is effectively a ladder) If a unit is stunned in the corner, the stun has 150% effective resource weight.

    In a bout, healing from food/spells/abilities/heals is 50% less effective each time one is healed. (1st heal 100%, 2nd heal 50%, 3rd heal 25%, etc.)

    Another unit can enter the ring of a bout if they roll successfully. The chance of a unit to be able to enter the ring is (E / (R + S)), where E is the number of resources composing the enemy(s), (done by original enemy calculations), R is the resources composing the unit attempting the ring, S is the resources composing the ally(s) of unit R that are in the Ring (done by original calculations).

    Only one player can have living units in the ring in order for the bout to be finished.


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  183. ~Now time for Some Combat Updates

    New Stun/Knockback Chances (More reasonable)

    Stun- ability- (X/R) turn length stun, if less than 1, it provides a chance to stun. where X is the number of resources composing the ability, and R is the number of resources composing the target(items+buffs included). In a mixed number, the whole number becomes a guarantee, and the excess becomes a chance.

    Knockback- ability- (2X/R) distance knock back, if less than 1, it provides a chance to knock back (Divide this chance by desired number of tiles knocked back). where X is the number of resources composing the ability, and R is the number of resources composing the target(items+buffs included)

    Full Nelson - Ability- This is a melee range stun that costs half the cost of a normal stun.(2X/R). The target is effected by a stun as normal, however the unit casting the stun cannot move for the duration, and must remain the melee range.The target takes 200% damage from the front and sides, however it cannot be attacked from the back (The “back” consists of the tile the channeling unit occupies.)


    Spear- Ability- This functions as a melee range knock back,but the caster stays in melee range of the target as the target moves back. This spell has 200% effective resource weight. While being speared, a unit stops moving back upon reaching an wall that is in the line of effect of the spear, a unit in the line of effect of the spear, or a terrain height difference in adjacent tiles that is greater than one in the line of effect of the spear. The excess resources composing the Spear ability can be converted into another ability if this occurs. If the spear encounters a unit in the line of effect of the spear, the effective resources remaining in the spear can be used to push back both of the units as if their base resources were combined, if the spear is still successful, both units are knocked back).

    Options ~~

    Option- Critters can attack other critters (no spells or abilities). (Still, only critters can be mounted)

    Option- Critters can attack anything and function as normal combat units in combat. Critters can still be killed for resources and mounted. Neutral critters will defend themselves. Critters can carry up to 8 items. Critters still cannot perform labor, be professionals, or carry resources regardless of carrying currency.

    Option- Saddles and Collars- Tamed critters can carry one item.

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  184. Inherent-A chair has a chance to break when used in combat, The chance being (R/C), where R is the base number of resources composing the unit (no items no buffs), and C is the number of resources composing the chair. (Here with simplification normal counts as 1 and dominus 5.) A chair will receive a damaged resource if this roll is successful. The resource only provides 50% of its original effective resource weight. The chair has a (D/R) chance to break when used in combat, where D is the number of damaged resources in the chair, and R is the number of resources composing a chair. (not effective resources, each resource simply counts as one here, regardless of whether or not it is dominus.

    Inherent- When carrying a chair, table, or furniture, it is simply the number of resources composing the char must be less than or equal to the base number of resources composing the unit. Even a 32 resource full invalid unit can carry a 32 full dominus char.

    Inherent-Beds are carried in the same way as tables.

    Inherent- One can cast arson on a full stack of furniture. If the Arson is not dispelled after one week, then the stack is destroyed.

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  185. Inherent-Top Ropes Counter- With the changes to flying, going off the top ropes is easily abused right now, so there is a 0.5(R/X) chance to counter an attack that is off the top ropes where X is the number of resources composing the attack/ability (items and buffs included) and R is the number of resources composing the targeted defending unit (items and buffs included). If this roll is successful, the ability is then effectively deflected onto the unit that is performing it, keeping all of the bonuses it had gained, including “off the ropes”

    Inherent- Stats bonuses and buffs all meld together in an order of inherence. Sometimes aspects are left out for calculations, they are usually dropped in this order, so if something more inherent is not impactful, the less inherent aspects are certainly not impactful.

    More Inherent
    Base Resources
    Stats (and Stat bonuses)
    Passive Bonuses (item effects/development bonus/ morality)
    Non-cast buffs (wench buff, food buff, etc.)
    Active buffs( Cast by an ability)
    Less inherent.

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  186. Inherent-Enchanter’s Dens function on the |0| realm, instead applying enchants to the 0 level items. Units will attempt to get stronger enchants whenever possible.

    Inherent- Enchanted items have their enchantments count as if they were item strength. (This changes the max numbers on the processions a little bit)

    Inherent- A player has lost when they no longer have any military units that deal damage, and no longer have any labor capacity to create units. (This deals with much of the problems of finding every saboteur for a player to lose). Upon losing, a player can still control their remaining Civilians, Caravans, and Critters. The victor of the game is the last player standing, the last player who has not lost under these conditions.

    Inherent- Tattoos last through death.

    Comment- Tattoos out of nowhere doesn’t make any sense…

    Tattoo Parlor/ Rune Wizard’s Den- This building houses a Tattoo Artist. This is a 4x4 building composed of 8 resources.

    Tattoo Artist- This unit can provide 16 tattoos in a turn. The Tattoo Artist performs a color roll against the building, this number multiplies a bonus to tattoos provided by the Artist. Currency carried by the Tattoo Artist increases the bonus of Tattoos Provided by that Artist by 0.5% per unit of currency. Giving a Tattoo costs one tattoo point, the tattoo artist has 16 tattoo points per turn. A Tattoo Artist can also remove a Tattoo, but this costs him one of his Tattoo points.

    (Currency Bonus x Color Roll) (Base Tattoo Effect)

    The color and currency bonus also applies to the number of Tattoos the Artist can give per turn.

    (Currency Bonus x Color Roll) (Base Tattoo Points)

    Carpenter- fix- This should benefit 0.5% per unit of currency that the professional carries.

    |0| realm units have professionals that mirror their |1| realm counterparts. They provide the same effects, however these units do not drop the any currency if killed, as they use the amount of currency the |1| realm professional has. |0| realm professionals only provide their benefits to units native to the 0 realm.

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  187. Commentary- For reasons (lore’s) sake, the ropes and corners in a bout are magical or divine, because the gods love to see a good bout.


    Inherent- One can be put “On the ropes” by an attack in a bout. If one is adjacent to the ropes, a knockback with a strength of one can provide 150% bonus to subsequent melee range attacks, spells, and abilities against the unit in the same turn, the caster choses that the target does not move from it’s position. If a unit is stunned while “On the ropes” it remains on the ropes until it is no longer stunned.


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  188. Inherent- One cannot dematerialize while in a bout (this is cowardice)

    Inherent- Critters will vacate the area of a bout, appearing in the most proximate unoccupied tile.

    Inherent- The Defense roll can still cause an attack with true strike to amount to a 0. True strike negates evasion from the substats.

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  189. This comment has been removed by the author.

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  190. Inherent- A caravan can carry furniture. One bed counts as an item, two ladders count as an item, 4 tables count as an item, and 8 chairs count as an item.

    Inherent- One can build a one tile support beam in place of a 4x4 room when building empty buildings. These beams will support a 3x3 tile area above them, with the beam at the center of the area, This can be partially utilized so long as a portion of the building’s floor on the next level occupies the same tile that the beam does on the lower level. (This for roosting flying mounts outside of a building. The critters can still go inside of the building, you simply cannot ride them inside.)

    option- one can ride a magically summoned mount inside of a building.

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  191. (option)- e for everyone- Units are obviously animals, large, capable, (hopefully i didn’t forget friendly versions of anything that was glaringly unscrupulous)

    Regardless of being animals, they also call themselves people. Critters are still different from the sapients.

    Names- ~
    The Colorful Animal Kingdoms.

    (The Championship of the) Colorful Animal Kingdoms

    Magic Feral Kingdoms .

    (The Legend of the ) Magic Animal Kingdoms.




    anthropomorphic, but otherwise completely feral animals, who feel compelled to respect their king, but could otherwise go around doing whatever he ever may be pleasured by through his endeavors. Units don’t die they simply go away for a while because they’ve been defeated, but it is possible that they will mysteriously return after some long arduous trials and actually be a ghost.

    this happens after the map is made and the starting units are rolled (Mayor, Hero, Laborer type),

    cinematic-You feel as if you have fallen through a deep hole in the ground and still have yet to stop falling. You can acknowledge and know truly that you had memories, but cannot seem to recall many if any at all, per haps one should meditate upon that. Haggardly trudging off a large conduit of shame and misery, but more so however genuine lostness, some sort of odd miracle to arrive in one piece and perfectly fine. You feel a good bit more wild, yet being able to know and understand the color of your extremities gives you the ability to refine this feral instinct, A mysterious individual bows over your head looking quizzical, you know you are the hero your god has chosen, you awaken from the ground you go in to heed the call of the mayor.


    fade to black, fade in game start.
    Gossip

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  192. Gossip

    “Boy, I’ve got a plan see, it’s no coincidence you wandered in here now. I may not be someone special, but i’m still up to the old business, I say we take this place and turn her into a true castle, like all the legends! Who is the one people will think is the king? The one with the castle of course!


    Pleasure lads and Pleasure lasses only desire the finer things and life and see no fun in playing games. These folks only want the finer things in life. They don’t even try to understand the number of people going around and seeing who had more affinity to battle wits with all sorts of likings of the wilderness.

    I’ve even see some of these people get so down, it’s like they’re in a completely different world, nobody even notices them, it’s like they’ve drifted away. Sometimes my friends like you seem to get caught up in the wrong side of town or even the wrong town entirely.

    Everyone says they’re just playing around, or joking, but sometimes i think that you all raucous ones care more about your wit, jokes, charm and games than anybody else’s feelings. Sometimes when a person is looking for some dignity, people simply push them away.
    Natures of The Approriateness
    Nobody dies here, they just get let down, they just seem to have disappeared by the dawn of the 4th day that their had truly gotten to be at their worst.

    Most say they went out to truly find themselves, not having been satisfied with their life around here.

    Even the ones that do come back don’t ever seem to like us very much, they’re fond of us but not any more than an old friend you don’t quite know everything about.

    Other things dwell among this realm of ours, they seem to be from another world, sometimes appearing just as an Adventurer would, but unlike anything this world has seen, other-worldly and eerie fellows they are, one can usually tell by their suspiciously glowing skin and marvelous shimmering ornaments, those if one paid no notices to their unnaturally colorful hair and eyes, and features.

    Sometimes people speak bad things unto others, perhaps they deserve it, after inflicting ill feelings upon our gallant companions.

    Chairs aren’t as popular as some other common nouns, Lapels being one of them. I’ve heard legends of what happens when somebody throws a chair, however.

    I’ve got a Business card. It says : Credibility is a certainty.
    I’ve got a Book: It is called “ Futurism and Space: The Celestial Brace of an Orbital Magnetic Rail System. “

    People seem to put a lot of faith in books. If one can be discredited through a book, the jester sure can turn the crowd against the poor fellow.

    People seem to respect Business Cards, it really shows that the world means business, the best part, is that knows right away how credible this business really is. The world yearns for quality business cards, and such quality is difficult to emulate.

    It sure is fun to climb on ladders and jump around while we sing and dance and play around isn’t it? Some folks get so touched when you’re singing high on the ladder, and then jump down to notice them, there usually couldn’t be anyone else you’re singing to could there?

    Who doesn’t love dancing?

    I’ve seen some people throw a small frail man for miles, i’ve also seen some of the fairest ladies do this too!

    I’ve heard legends that the wanderers have decided to stay around just that bit longer, all because they got to support another wanderer in his inevitable return to the true wilds.

    People get so much respect simply for the things that they wear! It’s kind of silly honestly.

    Sometimes, even couples that don’t like each other can find themselves, its usually best to let them go their separate ways.


    Others of us like each other plenty, and that always seems to help.

    Its like we were finding ourselves this entire time. We found 4 of ourselves this week, i’ve even hear from time to time of couples finding themselves over 100 times.

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  193. This world can be pretty volatile. I’ve seen one Hero’s charm make a building blush so much it ended up falling in love with the man. The building did nothing but roll head over heels in love with the Hero. It’s occupants found it quite hard to get any work done with the building rolling around like that. Someone did eventually talk some sense into the building though.

    If you were more of a literal fellow rather trifled with metaphorical contemplation, you could call us the Blood and Kin of the Reptilian Overlords, we happen to burrow when we lay our eggs, these have been known to hatch within the same day as being laid.

    It’s hard to believe we are all in some ways a reptile, though we may not look even a shred like them, their blood is in all of us. They say the reptilian overlords dwell deep in the sky, and even there the most powerful of them remain invisible for eternity.

    The gents out in the wilds can be brusquely tempting, known to afflict a lady with deep introspection following their encounter, they say this lady found herself and even pieces of that mans gaze over 50 times by the following week.

    Sometimes, people who don’t like you might want to be your friend, just because they’ve lost contact with their old friends and can’t seem to find them. These people really aren’t your friends, but you don’t mind seeing them from time to time.

    Sometimes, people who didn’t used to like each other all too much would like each other a good bit more after finding themselves as a couple many times. It is always worth a shot to be friends with somebody.

    When someone feels down enough, its like they just seem to sift away like dust in the wind.

    The spectacles of brawn, athleticism, and cunning that take place on a day to day basis are a marvel to be held. It’s like somehow everyone’s got an act in the show.

    Sometimes after being let down, people come back as faeries, however much we love these pixies, with enough of them flying around playing games all around me, it sure makes it hard to get any work done. The faeries even try to play with people that are attempting to impress somebody.

    Critters seem to find themselves just as often as people do.

    They say there’s another world just like this one if you know your way through the wilds of wanderers. They say the people there are just as delightful.

    They say poor opinions of ones self are like a cold you can catch from someone who has them of you or themselves. This will only happen if you let them get too close of course.

    Even if a reptile doesn’t like another reptile, that doesn’t mean that they’ll refuse every chance to play around.

    Some people have been fond of giving out Animal Rights to animals. These make the animal feel extra special, but the animal always seems to want to go work some intercontinental charity benefit after they are endowed with true rights.

    Sometimes people go out like a firecracker, one bright flash and then they’re already feeling down.

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  194. People have been known to part with items as a way of increasing their personal emotional strength. It’s best not to be dependent on things, certainly not items. Some people have even done this to their friends, this really makes the friend feel low.

    There’s always the clever guy who knows how to put just the right words on a piece of paper. These words have been known to save the day when a person is in need of an eloquent quote that remarks on the situation so fittingly. Its best to know when the time is right, there’s a time and place for everything.

    Sometimes, a field that has been graced with a person’s eloquence will burn with all of the speakers passion for days.

    The word “borrowing” is used sarcastically sometimes, but eventually all things will find their way to a proper home. Eventually, of course.

    Sometimes a unit simply is at a disadvantage, like it’s always tired. I’ve even seen a man take a joke the wrong way and one of his brows reacts just half as fervently passionate as it had been before.

    I heard a kind soul was able to rid your friend of their bad memories. Sometimes it seems a person has bad memories that cannot be aided, those are troubled people indeed.


    Sometimes we find holes full of all kinds of things, including people, both the good kind and the other kind, thankfully.

    Some people just want to meddle in other peoples affairs, simply try to make a fool of them. I bet those types just have a crush on their poor victim.

    One Persons Wink can travel like a bolt of lightning sometimes, people’s charm can be piercing sometimes.

    Sometimes you can call for them, they might come back if they’re around.
    Nobody really fights, they just pal around from time to time.

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  195. Inherent- The |0| realm will fall into a realm of sky after 6 tiles. This realm mimics the |0| realm, however when discovered it is empty. It is as tall as 5 units of sky above the highest building in the game at the time that the -6 tunnel level is lowered into the sky. This repeats itself half of the time, when the sum of the units on the |0| realm occupy 1/8 of the tiles on the open terrain of the |0| realm, half of the 0 realm units will start digging until they fall down into the new 0 realm, all of the tiles remain holes permanently, units can randomly fall in them, but will not aim to do this. This process repeats itself indefinitely so long as the requirement is fulfilled.

    These levels would be called 0A for the initial, 0B for the second, and so on carrying on adding letters as need be. Summoning realm portal on the tile in 0B will put one in the same tile on the 1 realm as it does on the 0B realm, without any inclusion of height in the process.

    Option- X number of players, roll an 1/y player numbered die (where y is the number of players), the number a player rolls is its turn, players re-roll if the selected player has has a turn that week. Players are assigned numbers. When that players number is rolled it commences it’s turn for the day. The players order for rolling is the turn order from the previous day. There is a roll like this before the start of the game to determine the order of turns for the first week.


    Defending from a falling unit- The defending unit can retaliate if the corpse would have struck in the further 50% of the range of the knockback. The unit can choose to retaliate before the falling attack, If a unit would have died from combat without the benefit of falling damage,

    The a rate of having a chance to retaliate given one has seen the falling unit is a single chance of (x/6) turns of falling(distance down traveled, in vertical levels.), on being attacked.


    inherent - corpse throwing. one can throw a corpse of a unit one has killed in melee at a rate of a knockback to incur a basic attack of the unit at the target it hits. If one has hypnotize or necromancy one can use this units does damage as if it were the units usual turn to do attacks on the target that it hits. with 400% of ability resource weight with necromancy or hypnotize.

    The casting unit still must have ability or spell points left over from its previous turn, or the spell and ability points and movement that it uses are taken from the next turn if it uses any over its amount remaining from it’s previous turn. The corpse does not need ability or spell points left from its turn.

    Throwing a corpse that one did not kill deals 1/2basic attack damage if one has the sufficient knockback under the same circumstances, so long as the corpse is not older than 3 days this is true. The units attempting to necromancy a dead body that they did not kill only have 100% ability resource effect weight with necromancy, and no effect with hypnotize. One does not


    Vertical AoE can be added at the same rate as normal.

    A corpse will spread curses for the 3 days after it alive that is can be resurrected, and if the corpse is resurrected this refreshes the curses as if they were new, This must occur on the same turn that the aggressor has killed the newly dead.

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  196. Ability- Meditate- you can meditate, doing this preserves your buffs at a cost of movement. The buffs receive a duration bonus for 100% of their effective duration per movement spent meditating on them the turn that the buffs are received.




    option- scavenger- one can scavenges a corpse for its weight, its stats are grant a soul collection buff to ones health and base stats at 80% rate, these stats last until their power has been taken by debuffs. one can take the loss of debuff from ones own buffs, but if the player has none of those points, points from the these points are taken from the player permanently. These buffs fade 10% every day over 5 days. Summoning this unit from necromancy is 400% as effective, meaning this also applies to all duplicates of the unit in color type and composition, regardless of stats. This is summoning bonus is effective at the Base Resources and disregards items but this consumed opponent also offers 400% bonus to casts of ability buffs containing its resources, which must match the stats rewarded by the stats to unit’s when they were alive, when a resource is taken from this pool and added to the pool of buffs. Fractions do not accumulate.( E.g. A unit scavenged the corpse of a one unit 4 dexterity creature, That unit can cast ad 16 dexterity to those resources at the same cost of one resource when used in his own spells.) This being the Soul Resource Pool of the Unit, functioning much like the pool of buffs, being manipulable and able to absorb negative debuffs that countered an equal amount of effective resources, with a color roll modifying the incoming debuffs.

    Clarification, one can throw a corpse that has been thrown at ones self if one also passes the corpse throw rule. The unit must have killed the newly dead unit in order to get the hypnotize/necromancy bonus.


    a |2| player can choose to send divine units that are magically summoned creatures or undead if it possess them so long as they meet the demand.

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  197. Obviously in E for Everyone mode, players still name all of their own units and abilities, it is simply up to the player to decide the names of the spell. Inappropriately named spells could just be Mystery Effect ~1, with their description, with any other inappropriate words changed into more literal effects that simply describe the effect on movement etc, until the player names them. It would just be the players responsibility to name them appropriately, just like in Pokemon.

    Rainbow Reflected Coy Smile- Charm ranged attack.
    Muscle Showcase- Physical melee attack.
    Clever Remark-Cunning attack
    etc.

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  198. more gossip for E Rated Game
    because it was so easy to convince a person, so inconvenienced on the day to day, as to a free ride without obligation by any means, even on the backs of others. I hadn’t seen the poor fellow, some of them don’t make so much noise. Gullible sorts the norm I wold say.


    There was also a legend that everyone was a spider, but spiders don’t tend to fly so well, some sort of dragon must be in the midst of it.

    I wouldn't say i've seen all the crime that occurs, but maybe i could. I see more crimes of fashion than crimes against others,

    If polytheism sounds illegal, some say that these realms are guided by a number of immortal corporeal testaments of faith and destiny, all guided by the same invisible hand.



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  199. Throwing Item Casts-Inherent-One can induce an item to cast a spell or ability upon throwing the item, given that it strikes the ground or a unit. One can also attack with the resource weight of the item. The item has mirrored buffs and bonuses with the unit, and still carries it's own stats additively. The item has access to the units spell book. One can throw an item the distance of a knockback that gives 400% resource composition solely for a knockback of the item. Excess resource investment impacts the throw's spell and ability capabilities by the % excess resources in the knockback. The item can be picked up, and does not function as a trap, however it does have a guarantee to work. It can be avoided by defense rolls.

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