Alright, after some delay, much running, and literally jumping over fences I've finally released the .46 update. This re-implements the old "Organized" trait (still as "Disciplined", high cost) and makes heroes a little more useful by giving them a bit more HP, small dodge bonuses, and some bonus morale.
.46- Added additional but small bonuses (HP multiplier and dodge) to all heroes. Modified some morale bonuses. Fixed a fiancee typo. Re-emplemented "Organized" trait.
I tried a new way of implementing the spouse but it didn't work . Calculating still doesn't work either. One day those will work...
Balance issue :
- (from the vanila, but please fix it) just force the players to choose only one or two spellbooks at the sovereign creator
Hmmm, I haven't really even looked at spellbooks yet. I usually, by default, only use one and normally don't play a "Mage" character. I don't know if I could do this or if it'd be in the scope of this mod's goals. I'd rather give the player more options (which may be overpowered and cheap) rather then limit them to anything. My goal is to have more interesting choices and provide more variety.
- Warrior + Att Proficiency + Def Proficiency + daring + etc seems over powered. So I think rather than buff up the Warrior, you give the players a skill that work on battlefield. Just like your speed talent.
Yes, I need to go through and balance this stuff. I'd like the player to be able to be a powerful Knight, General, or Soldier if they want to but this should come at the cost of efficiency or leadership. For example, an elite superwarrior shouldn't be the best at economics, administration, and diplomacy. Perhaps I should raise the costs of these abilities to compensate and balance.
It's not balanced right now because this is very early in development. My advice is not to use a bunch of things that are overpowered until they become more balanced and expensive to compensate. Makes me think of this:
Man: "Doctor, it hurts when I put my arm over my head and jump a lot."
Doctor: "Then stop jumping!"
- The mage has too much essense at the beginning of the game.
I'll be honest, I haven't really tested the Mage yet. I wanted him to have an additional selection cost but that didn't work.
I haven't tried the other. But here, some ideas :
- You can use "Charisma" as modifier for Merchant, Farmer, Sovereign, etc stat.
For example : The Merchant hero will boost the city gildar to 1. With charisma, you could enhance the number future more. Like if you have 10 in charisma, you will get 1 gildar bonus, then when you get 15 in CHR will get 2 gildar bonus, etc
The moment this is availible it will be implemented. My goal is to use a combination of Charisma, Intelligence, and Wisdom to calculate your bonuses for multiple classes. Merchants, for example, will get 50-70% of their income from their Charisma score, 20-30% from Intelligence, and 10-20% from their Wisdom score. If your character is smart, wise, and charismatic then he'll make an excellent merchant and bring in some good income. A Researcher, however, would be much more focused on Intelligence and Wisdom. I'll also apply similar formula to classes like Bards, Royalty, and even Generals (training speed improved by scores).
I believe this will REALLY flush out the characters and make leveling up more important and grant greater benefits.