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| Soulchess Complex genremix. A turn based game with 8 races for 4 players. Includes 2 boards, Tutorial, Modes, Field Attacks, Soulpowers, Levelups and Arenabattles (real time). Takes about an hour to play. Creeps spawn in singleplayer. EPIC contains custom music. |
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#11 |
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Registered User
Join Date: Aug 2009
Posts: 91
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References to particular animes aside, red and black ARE typical vampire colors. However, I still think he just looks better if he matches his owner. To be honest it doesn't really matter to me though and I can change it back if you want.
Oh Firebrand is definitely here to stay. I gave him a slight buff recently in the form of bonus regen per round = to his level. This makes him marginally tougher, though it's really not a big change. The good part is that he doesn't suffer quite as much if you get him to level 2 and then can't get him back on a flame. Strategically though, I'm rethinking Firebrand's usefulness. It seems to me that he is really incredibly inpractical and is actually weaker than most ordinary pieces for other races until late in the game. New Rtyeta is hardcore though. I think I actually played a very old beta of Dungeons of Garel'Ta a few times a long time ago. It was incredibly laggy while making the dungeon and near unwinnable in difficulty, but yeah I noticed the units had the same names as many Soulchess pieces. And a predecessor to Melth was the villain of the opening scene. Hail Leviathan, Terren'Dar! By the way, I really wanted to ask your advice about the Seraphie race, Laosh'Ra. I plan to overhaul them in a future version (Maybe 1.32a) but to begin work on that I need a strategic theme to center them around. For example, the new Alliance of Lo'Ga pieces are defensive and work cooperatively with one another. The new Goblin Swarm are dangerous and aggressive, using their lethal Soulpower to further aid their powerful knights. The new Green Death level up their pieces to attain incredible power. But what do the Seraphie have? Their Soulpower is great if you have fast attack speed, but most of their pieces dont. Several of them can silence enemies, but this isn't often that helpful. Do you have an idea for something that can be a unique centerpiece of their strategy, or should I just come up with something new?
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#12 |
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Registered User
Join Date: Aug 2009
Posts: 91
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I'm finally back and I'm releasing a medium sized update! You can find it here on epicwar: http://www.epicwar.com/maps/178945/ . This is mostly a balance type update with a few new features, I'll follow it up with a quick bugfix if needed, and then move on to the next big release.
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#13 |
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Registered User
Join Date: Aug 2009
Posts: 91
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Just released a minor bugfix/balance update. You can find it on Epicwar here: http://www.epicwar.com/maps/180077/ . I'll also upload it to Makemehost and they should have it within a few days.
Next up, hopefully, will be the next big update: 1.32a!
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#14 | ||||||||||||
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One hilarious guy
Clan Member [Grunt]
Join Date: Dec 2006
Location: Sweden
Posts: 1,509
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Throwaway ideas for seraphie: Make their soulpower work for your own/all field attacks, multiplied by some interesting number. I have no idea how many field attacks that the seraphie have right now, may wish to increase that number. Also, decide if this happen on all attacks or just damaging ones (I would think all field attacks is cooler.
Or Profile as anti-caster / anti-abilites by soulpower draining extra mana, damaging on spells cast, draining mana over time or when a unit enters battle (last two are potentially very painful for some units, so would perhaps be OP). To nerf these, you could make recent standing in soulflame give you immunity for a bit, or make it happen once every x of your turns, similar immunities to mana loss on entering battle could be stipulated. Another idea (yay suggestion flood) is to damage enemies extra when they are hit by spells, that's a whole other can of worms in terms of triggerring though. As for spiritual changes, the goblins are fast in a way, but they don't have fast/versatile movement for their units. Consider making seraphie soldiers/archers somewhat strong and give them increased movement range (default or level 1, perhaps?), with other units weakened as a result making the unit strength fairly level for all units. This lessens the impact of kill-one-unit soulpowers and could lead to other interesting dynamics. To fit with this speed, you could instead make the soulpower teleport one of your units to a reasonable place and then give it (and only it?) the ability to move from that location. The teleport would either be limited to a few squares from the unit's location or only work on select units (take your pick); if you allow teleport to be used on all units, the teleport-unit-few-squares could have a lowered range, perhaps only one square. Alright idea flood over, maybe you can rescue something
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#15 |
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Registered User
Join Date: Aug 2009
Posts: 91
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Thanks for all those suggestions, Zakamutt. It's still under wraps right now but your 3rd suggestion is actually somewhat similar to a whole new race I was considering implementing in the future.
You had a lot of good ideas for new abilities and modifications to their Soulpower and stuff too, but I still think they'd be missing a strategic theme. They'd have lots of cool ways to damage MP and silence and stuff like that, but anti-magic isn't really a strategy, it's just what your pieces do in fights. So I think we still need to come up with something like being aggressive or defensive or opportunistic or having a few certain key pieces or something like that. One more thing, I think I started another thread a little while back where this kind of discussion would be more approppriate (Suggestions, Please I think it was called) And and one more one more thing, I'll post some variant of the proposed changelog for 1.32a (the next big version) in the Changes Under Consideration thread. Some of these will change or introduce new game mechanics and such, so anyone's opinion on them would be good to have.
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#16 |
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Worldshaper
Hosted Project
Clan Member [Chieftain] Join Date: Oct 2005
Location: Heidelberg, Germany
Posts: 1,491
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dunno why it is so difficult to find the newest version. here is a link i found for 1.31c:
http://de.warcmaps.com/warcraft/Soulchess_V._1.31c
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Finished maps are listed in b.net profile. Put ~6 years of effort into: Soulchess Debug Collection |
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