Four Path Magitech

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Revision as of 05:46, 19 January 2008 by Daniel Santos (talk)
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This page is under construction.

Four Path Magitech is a proposed Glest mod that expands directly upon the core magitech faction. The concept retains the two starting factions of Magic and Technology. However, after developing to a certain point, the player is given the choice between two paths which will decide what advanced units and buildings they will be able to create.

The idea originally started as Necromancy & Religion for the Magic and Technology factions, respectively, posted by user Justcallmeike on the Glest forum on this thread. Daniel later proposed expanding upon those ideas by offering a choice of two different paths for each faction. Magic would get Path of Corruption (necromancy) or Path of Nature (druidism/natural magic) and Tech would get Path of Enlightenment (religion) and Path of Reason (science). At this time development efforts are focused on the original Necromancy & Religion areas (i.e., Path of Corruption and Path of Enlightenment) and the rest will be more closely examined later.


Magic: Path of Corruption

Modifications to existing units

Initiate

  • Added Necromancer Tower

Necromancer Tower

Description First building in Path of Corruption
Prerequisites Library and Ancient Summoning?
Cost
Work Completed model


Skill Phase Cost Speed Requires Description
produce necro (or upgrade from initiate or summoner?) 1 250 Produces a Necromancer
upgrade: Summon Undead Behemoths 1 Allows necro to summon undead behemoth
upgrade: global-beneficial 1 initiates move faster and carry more from fear/intimidation
upgrade: improve necro minions 1 200g Gives minions +10 damage, +10 armor, and +25% health. This effect is connected directly to the undead created by one Necromancer. Each Necromancer must have the effect activated separately for his own minions.
upgrade: Lich 2 high-ish slow Archmage Tower and necro extension building Allowed necro to morph into a lich


Necromancer Extension Building (Graveyard, Crypt, Morgue, etc.)

Description Building to allow creating Liches and further research & upgrades
Prerequisites Necromancer Tower
Cost
Work Completed not done yet


Skill Phase Cost Speed Requires Description
upgrade: Lich attack B 2 Lich gains alternate attack that restores some of his/her health
upgrade: Improved Lich Movement 2 Based upon the proposal that Liches will have limited or no mobility while controlling enemy units.
upgrade: other possible lich-related ability or upgrade 2


Necromancer

Description Guy who plays with bones
Prerequisites Necromancer Tower
Cost
Work Completed not done yet


Skill Phase Cost Speed Requires Description
Summon Undead Infantry 1 none
Summon Undead Behemoths 1 Research at Necromancer Tower
heal their skeletons & zombies 1
Mass-Healing 1 Research? A Necromancer may sacrifice 7 units and half his health to heal all units currently controlled by the player by 650 health for 300 gold. Again, sacrificial, but well worth the units and gold during a large conquest.
Morph into Lich (researchable) 2 Research



Lich

Description Has a little lower HPs and (no?) armor, but may possess some other defensive properties like a researchable damage shield or deceptive defense like an illusionary "shadow" of the Lich that follows him around and fools attackers into attacking it instead of the real Lich. When such a "shadow" is close to the Lich, spell effects from the Lich's casting will only appear from one or the other, randomly alternating.
Prerequisites Research Lich at necro extension, or just necro extension
Cost
Work Completed model (texture is wip)


Skill Phase Cost Speed Requires Description
Magical Attack A (Decay, Venom) 2 none Initial damage plus damage over time, 4-ish splash radius, moderate EP cost, slow recast rate. Possibly a researchable effect that decreases some stat of opponent.
Magical Attack B: (Steal Soul/Enveloping Despair) 2 Research Immobilizes target, draining 20-ish health per tick. Lich is also immobile while using this skill, gains 10-ish health and looses x EPs per tick. How fast is a tick anyway? Alternately, the attack is instant, without immobilizing the target or the caster and causing a temporary loss of some stats to the target.
Control/Dominate 2 Research Can control up to 3 enemy units (perhaps 2 prior to some research). Monks and all "holy warriors" should be immune to this effect (but not scientists). Controlled units will suffer constant health drain from the effect, but will be able to siphon *some* of the life from their opponents in battle (a small percentage). Can control up to 3 units at once and cannot attack while controlling other units. For balancing, may make him immobile or move slower while controlling if needed. The Lich's EP should also suffer while controlling units, relative to the number of units controlled. Perhaps 1 unit causes slow regen, 2 units no EP regen and 3 units causes EP drain. Running out of EP while controlling 3 units will cause one of the slaves to be released. Lich should get credit for the death of the units they control as well as any units they in turn kill while under control.
2 Research


Undead Infantry

Description Skeletal soldiers clad in rusty, dirty armor. They have the stats equal to those of a a Tech Swordman, and cost the same as well. They have the ability to burrow underground, becoming essentially invisible and untouchable by enemy units. All Undead Infantry must burrow at once, and their Necromancer also gains the effect (although he simply becomes invisible). It should be noted that Undead Infantry still have mobility while underground, although they are only about 2/3 as fast. The effect would only be used for a few minutes, after which a similar period of time would be needed to 'recharge' the ability.
Prerequisites
Cost
Work Completed model (texture is wip)


Skill Phase Cost Speed Requires Description
Submerge/Bury 1 none none as described above or where the ability is free and unlimited but they are immobile and cannot attack but ambush the enemy if the enemy comes near or have some limited (researchable?) attack while submerged.


Undead Behemoth

Description Zombie-like giants in chain armor, they wield large battleaxes and have some magical ability. These beasts act as a superbly destructive force against buildings. Their health, armor and damage would be similar to but slightly weaker than that of the Daemon Giant. Cost would be about 550 gold. Besides the general melee attack, the Undead Behemoth would sport a magic-based attack called Rampant Flare. This attack would decimate any building close to the Behemoth, and would also do damage to enemies nearby. The attack would leave all units under the Behemoth's Necromacer's control dormant and immobile, easy targets for attack. Overall the Undead Behemoth could be best described as a destructive yet sacrificial unit.
Prerequisites
Cost
Work Completed model, may need skin improvements

Magic: Path of Nature

Technology: Path of Religion

Technology: Path of Science