Levelable spells/abilities

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makazuwr32
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Levelable spells/abilities

Post by makazuwr32 » Mon Apr 15, 2019 6:02 am

Another thing that we require, @Stratego (dev), is levelable via researches abilities/spells.

So after you researched some tech it just changes stats of spell (damage, buff/debuff gain, power and length of buff/debuff, area effect, cooldown, range...) without changing ability or giving more abilities.

For example for blade dancer i and alex want levelable whirl attack ability that will automatically increase damage it deals after tou research fencing mastery tech by +1 damage per each level. From 4 damage to surroundings up to 7 damage to surroundings.
For now only way to implement this is to give blade dancer 3 more similar abilities with different damage values which would be locked and unlockable after researching fencing mastery techs.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Levelable spells/abilities

Post by Stratego (dev) » Mon Apr 15, 2019 8:00 am

possible

also there is another workaround:
making a lv1 dancer unit, and an upgrade a lv2 dancer and so on.
and lv2 has different ability that is stronger

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makazuwr32
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Re: Levelable spells/abilities

Post by makazuwr32 » Mon Apr 15, 2019 8:54 am

For blade dancer variant alright. But what about for example dwarf warrior unit (basic one)?
He is intended to have 2 more tiers at base, runes and ability to throw axe that must be affected by melee weapons upgrades + by tiers. So if follow this logic as you suggest for blade dancer than for each possible combination of 1-4 melee weapon upgrades and 1-3 tiers we need different unit with different ability.

In total 12 units:
Tier 1 lvl 1, lvl 2, lvl 3, lvl 4
Tier 2 lvl 1, lvl 2, lvl 3, lvl 4
Tier 3 lvl 1, lvl 2, lvl 3, lvl 4

So it is better to actually implement this.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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Re: Levelable spells/abilities

Post by Stratego (dev) » Mon Apr 15, 2019 11:47 am

sure, i mentioned only as workaround for sword dancer.

it needs implementation if we want to make such things.

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Alexander82
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Re: Levelable spells/abilities

Post by Alexander82 » Tue Apr 23, 2019 8:55 pm

It is definitely needed

We might, at least, make abilities influenced from existing statts (e.g. a skill that use an equations that has a unit's power inside of it)
Age of Fantasy design leader

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