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Full Version: Maelstrom Continuing Development - Stage One
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This is preliminary, I have given a similar document with different notes to Mike just yesterday and I don't know about his timetable, etc. 

This is Stage One, of potentially three stages, just hoping to get these adjustments in place quickly.  Stage One is mainly changes in values, adjustments to a couple broken spells.  It is little more than one page, again looking to get this out soon but just wanted to give a heads up.  If Mike accepts, he will post as to when he expects these to go live, along with maybe some other changes he might want to make.

Stage Two would have the meat of the update, about 7x or so of Stage One.  In case Mike wants to move fast, one thing that could effect active games is the previously dispersed kingdoms no longer get the free 2 points toward the ESO.

If all goes well, we may have a Stage Three where we introduce three or four new kingdoms, some new spells and artifacts.

For Stage One, there are two main prongs, along with a couple other tweaks like moving counter espionage up to the beginning of the turn.  The two prongs are spell adjustments, notably Windstorm and Bounty, which admittedly are broken as in too powerful.  When a spell is so powerful it is used virtually without any kind of mental debate such as Windstorm, it has to be adjusted which also brings the other battle spells more into play.

The second prong is adjustments to battle resolution.  As experienced players know, some to most battles don't make it to the charge or storm phase.  So there is an across the board increase to brigade defense values, a reduction in long and short range missile phases, and PC loss dividers are increased, and increased more with improvements like castles.   The overall intention is two fold: to make group battles last longer, and to make PC's more defensible, i.e., harder to take.

Stage One


·        Move Counter Espionage to #66, and discontinue the next turn carryover currently in effect.
·        Similarly, move Guard to #67.
·      Windstorm.  Enemy long and short range missile is reduced 8% per power level of the casting wizard to a maximum of 50% while friendly is reduced 3% per power level.  So a Power 4 casting Wind Storm would reduce the enemies LRM&SRM by 32% and that of his force by 12%.
·       Bounty increases food production of all PC’s in the region by 10% instead of 20% and continues to have a 25% chance of failure.
·       Fear, Valor and Shield are each limited to 35% cap in any battle from all sources combined: kingdom traits, spells, companions.
·        Speed is an adjustment from the base.  So if a kingdom has Riders Trait, for example, the base is 22 not 20.  Riders and Wowie Totem would have base 24.  Power 2 speed would give 29. 
·       No level penalty for casting Wraith, Lich, just cannot advance, same for Nazgul.  Must be evil: Necromancer, Dark Elves, Underworld, Tyrant, Pirate, Demon Princes.  Drop the spells from non-evil kingdoms.  Lower the required Power Level to cast each of those spells for evil kingdoms by 1 level.
·        Dispel Magic moves in sequence to #72 if available.  Result of spell text upgraded to include which spell was the target of dispel to which named opposing wizard and what the result was.  This will be in the pre-battle magic phase.  Currently the result simply says the wizard attempted to dispel incantations, without revealing the result or specifics.
·        Summon Kraken does 50 points fleet damage instead of 30.
·       All brigades’ defensive values are increased 10% across the board.
·       All long and short range missile values are decreased 10% across the board.
·       In addition to the 10% across the board increase in defensive value, the following brigades gain an additional 10% to defense: BL, CI, GH, SA, SO, SK, UR, WL, ZO
·       In addition to the 10% across the board increase in defensive value, the following brigades gain an additional 15% to defense (for a total 25% increase): HA, HU, CH, LI, AP, SW, TY, OR, ZE, GR
·       Base PC loss divider (defense rating) becomes 1.5 (from 1.3).
·       With a Mott & Bailey, loss divider becomes 1.8
·       With Holdfast (new small castle fortification) becomes 2.1
·       With castle or fortress, 2.4.  With both it becomes 2.7
·       With large castle or citadel, 2.7 (about equal to Rohirrim led by 2 generals).  With both, 3.0.
·       With legendary castle 3.3 (still a bit less than leaderless Red Dragons)
I don’t know about anyone else, but this looks like more balance to me Rick. Smile
I approve these changes.
Looks great.
(11-12-2020, 12:58 PM)Senior Tactician Wrote: [ -> ]I approve these changes.

Could we please change the picture?  Alamaze offers an escape from the current mess this country is in.  Let's keep politics away from the forum.
(11-12-2020, 03:52 PM)Wookie Panz Wrote: [ -> ]
(11-12-2020, 12:58 PM)Senior Tactician Wrote: [ -> ]I approve these changes.

Could we please change the picture?  Alamaze offers an escape from the current mess this country is in.  Let's keep politics away from the forum.

Only because its you buddy.  Is this OK?
(11-12-2020, 06:22 PM)Senior Tactician Wrote: [ -> ]
(11-12-2020, 03:52 PM)Wookie Panz Wrote: [ -> ]
(11-12-2020, 12:58 PM)Senior Tactician Wrote: [ -> ]I approve these changes.

Could we please change the picture?  Alamaze offers an escape from the current mess this country is in.  Let's keep politics away from the forum.

Only because its you buddy.  Is this OK?

He sure looks familiar.  Is that Tucker?  I don't watch Fox much.
(11-12-2020, 07:17 AM)PTRILEY Wrote: [ -> ]I don’t know about anyone else, but this looks like more balance to me Rick. Smile

Thanks, balance is a cornerstone of Alamaze, and you'll see more of that kind of change in Stage 2. 
Here I mainly want to not have automatic orders given, and I think moving Dispel ahead of all battle spells was important.

I just want players to have to think about each order rather than have any obvious selections.
(11-13-2020, 01:05 AM)Ry Vor Wrote: [ -> ]
(11-12-2020, 07:17 AM)PTRILEY Wrote: [ -> ]I don’t know about anyone else, but this looks like more balance to me Rick. Smile

Thanks, balance is a cornerstone of Alamaze, and you'll see more of that kind of change in Stage 2. 
Here I mainly want to not have automatic orders given, and I think moving Dispel ahead of all battle spells was important.

I just want players to have to think about each order rather than have any obvious selections.

I agree....  also stacking of any type of bonus should cap at a set % or the power gamers will just exploit another option?   Love it though thanks Rick/Mike
Will there be any clarification on how damage is calculated?  If there are these modifiers to brigade defense, and PC defense, the numbers on our turn results really don't give any clue as to how much damage we can expect to take from a particular PC battle.  Which is fine, maybe part of the game is figuring all that out.  Just curious.
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