Board Thread:Development/@comment-26393217-20170201131119/@comment-5395153-20180924221403

Rodmar18 wrote: 1 / Does Melkor's Curse increase all poisons' strength on the map, or only your units'? Does it affect poison-based spells?

2 / Do White Ward and Black Ward protect from elements and poison and psyche effects?

3 / As the bonuses from Fire/Cold/Magic Resistance and Armorer/Scales/Thick Hide skills are not displayed on the Hero's main stat window, in contrary to Warding skill, and elemental resistance bonuses from spells and researches, are they affected by the Chaos effect? Are upgraded Doombats and enraged infantry affected by Chaos as far as their fire resistance bonus is concerned? Melkor's Curse affects all poison, White Ward affects resistance in general (including damage calculations and afflictions) and special bonuses are not affected by Chaos (only stat bonuses with a '+' get affected).

Rodmar18 wrote: Also, I hope you could devise for TPC a quite developped race/alignement system to enable / disable quests because in the vanilla version, you often have to help characters you shouldn't even approach! I would absolutely love for this to happen! I've always wanted a lot more RPG in the quest system. Maybe this will be done someday for TPC, but it's not getting a lot of attention right now because of the sheer magnitude of everything else like bugs and new features. I'd also like to see proper interaction events, like the hero makes choices and something happens to them instead of just 'kill some enemies' or 'give some resources'.

Rodmar18 wrote: to give a unit a hero's spell or skill: Dark Riders could cast Phantasmal Seed, and Goblins could steal. That would be called modding, although I wrote I would not. There are some tutorials around. I suspect for those you'll need to get the code and sign an NDA. Pat should be able to help with that.

Rodmar18 wrote: A more practical reason is that I don't have the code's source, nor the graphic expertise, to mod what I would like to be changed (Again, what I would like is not what it should be, as soon as we start considering a public release!) This is a problem I've become intimately acquainted with, and very likely other TPC developers have too. I don't know if there's a good solution other than to make calculations, research the subject and listen to fans and see what they complain about most. Time and expertise are both really difficult to find and develop. Sometimes there are some issues which are so glaring that even stop-gap measures can be better than nothing (like TPC's Witch Doctor. It doesn't have a new model, just a recoloured Plague Priest but it fills a critical role).

Rodmar18 wrote: Balance consideration aside, I'd say quite the opposite about what faction spiders are more fit with. Melchor and the Swarm are originated from the desert, and although there are spiders in sandy and hot places on Earth, I see them more fit to a damp jungle/forest environment. Also, as I wrote, I don't see a real interest for spiders when you already have husks and scorpions, besides some niche situations (special foes, lack of resources). Moreover, spiders in Etheria are children of a peculiar daemon (or divinity), Aranea, whereas the monstrous ants and scorpions, husks, and both scorpionmen are Melchor's creatures. I think I've touched on this before, but I'll add some more details (hope they help!). I think a new unit or ability to fill this role should be good (a special desert spider or something similar). I added them to the Swarm in 1.03.25 for a couple reasons: they create eggs when they kill things, perfectly embracing the Swarm theme and Spiders and Scorpions are somewhat related and the nihilism theme between Melkor and Kargoth fits well. I saw them as 'allied' units, in the same way High Elves got Unicorns, Wood Elves got Pixies and Sprites and Dark Elves got Imps, Skeletons and Pit Fiends. I think races should be as unique as possible though, so shared units aren't optimal but new units and replacements should work nicely.

Rodmar18 wrote: If you don't even use elephants with the Barbarian faction in TPC, then the matter is settled. There will be no Haradrim in Etheria, then. I suspect that the Lysean Empire were the first to use Elephants by taming them in their natural habitat on the Storm Plains and possibly Borderlands. Then Elephants were brought up to western Agaria when Lysea marched against the K'Elenak, and since then Elephants have made a new home on the Pasha Plains. It seems the K'Trarg never really used Elephants and always preferred a horse. I can't explain why there's a Barbarian-looking guy riding it. Perhaps it's a reference that part of the Selentine Empire is made from the K'Selen?

I'm sorry it took so long to come back, I have been deadlocked with my time this year! How is 1.03.26 coming along?

Rohan Reznor wrote: I am open for another patch as I am still playing 1.03.25. I do not want major gameplay changes as it would take the wbc spirit away (Protectors for example has ruined the wbc spirit in my opinion which is why I stopped playing it). Just some stat changes are okay to balance the races some more and add more flavour.

I think some of the stat changes mentioned in this changelog should be done: [//etheria.wikia.com/wiki/Development http://etheria.wikia.com/wiki/Development] if possible.

I always consider the 1.03.25 to be the zenith of wbc 3 so a future patch which balances the game even further is very warmly welcome! :) That 'spirit' is coming back for sure and 0.8.9 is without question going to be considered the zenith by anyone not wearing nostalgia goggles. This next patch is titanic and includes many more features which make the game what it should have been. The Protectors is not just modernization, it's a patch that realises the maximum potential of Warlords Battlecry and has been and is being carefully developed by fans and researchers of the franchise with help from the community.

1.03.25 was developed by me and ESPee/Faestus/Jim - Faestus did the coding and I did the balancing. After I entered The Protectors' dev team, I used 1.03.25's balancing as a base for The Protectors, which now uses a much newer, more revised version. This article should help explain everything TPC has done: https://www.moddb.com/games/the-protectors/features/the-protectors-why-we-did-what-we-did-part-1

I don't mean to say that other opinions aren't allowed or that they are invalid - absolutely not, but surely if you play for nostalgia alone, why 1.03.25 and not the official, vanilla version?