Crafting/enhancements GOOD

Love the system.  Couple of points

1) Know you know but: some method of sorting & organizing the enhancement items is really really needed.

2) Not really needed and it may be too hard, but renaming enhanced items would be good and cool.  e.g. gloves with +40 accuracy => enhanced gloves of the archer.

3) All those enhanced buffs make your army close to invincible  Don't really want it nerfed bot some balancing is needed. If there was some way  SK forces got enhanced items (but not as good as mine :blush: ) latter in the game or more HP it would help the balance.

4) Not Crafting/enhancement comment but the rare specialty items are cool ... more please

5) Love that i can equip scout with enhanced gear, bring up his HP, Hit points and defense and he is a mini tank.  OK not really a tank but he now can hold his own against weaker units and easily clear out week dungeons, and some mediums.

6) Rings and amulets can only be enhanced while not equipped (bug?)

3,958 views 3 replies
Reply #1 Top

The current system seems really clunky and convoluted to me.

I would prefer:

ITEMS are used to CRAFT

SPELLS/SCROLLS (ie MAGIC) is used to ENCHANT or ENHANCE.

It would be nice if the base items used in crafting also determined what kind and the maximum power of enchantments that can be used on a particular item.

Reply #2 Top

"6) Rings and amulets can only be enhanced while not equipped (bug?)" - a0152570


I have noticed not being able to enchant equipped items, more so with regular units, but also occasionally with a hero.  

Perhaps instead of asking to equip right after crafting, it could bump the item along to the enchanting screen for enhancement and then ask to be equipped.

Can the tinkerer get the ability to take a serrated longsword recipe and make it an axe recipe for his hero?

 

Reply #3 Top

Regarding sets of items, will it be possible adding something like unitstat aka setarmourstat, where the value could be checked by the engine. If the total value equals 3 then you gain set armor bonus.

 

<itemtype>Armor</itemtype>

<itemname>Devil armor</itemname>

<setarmorstat> Devil</setarmorstat> 

<setbonus>def = def + 4 </setbonus>

 

If the engine encounter setarmorstat, Devil, on the equipped unit 3 times, it could add the armor set bonus as specified. I believe the engine only needs to check this when equipping and unequipping and then it only needs to look for the <setarmorstat>.

 

The crafting system could incorporate set bonus, by having an enhancement spell providing predefined set bonus's. For example a spell could be +10 defence.The number of required items could also be hardcoded or set somewhere in the XML to 3. 

 

disclamier: I have no idea if this works. Just a suggestion for a mod