Any news on Lairs respawning and mana limits to magi during battles?

I read a while back about a suggestion towards those lines.

 

Anybody know if this is being considered?

 

I for one would love to see lairs coming back. I can't imagine a wolrd where monsters just stop appearing all of a sudden. I find that a bit boring.

 

As for Tactical; battles I was hoping that heroes would have a limit on how much mana could be used during combat where your soverign would be limitless. That would give him or her a reason for being the all powerful magic user.

 

 

8,709 views 11 replies
Reply #1 Top

As for the magic limit, I hope its usefull, and scaling per level/magic circle, I for one dont like only being able to use my sovereign as the only proper magic user and any other champion its only really "viable" to go for haste/slows. (even tho the spells seems abit unbalanced anyways).

For the monsters to respawn - I hope they firstly make monsters protects theyre nests abit more, I see them often wander 1-2 tiles off, leaving the nest empty for clearing, and I hope it wont flood my "Civlized" lands with weird random spawns far away from any real battles, although if they had a minimum range for cities, meaby even border, can be different per creature too, could be an interesting event to have some minor monsters spawn in your backyard.

Sincerely
~ Kongdej

Reply #2 Top

New lairs will spawn after a certain number of turns in wild areas. The rate of spawning is turned way down right now though, probably to deal with other issues in this beta version.

Reply #3 Top

It just seems wasteful that once you have a zone of control nothing really bad can happen. You can leave everything empty and just build your forces on the border.

 

Pretty lame if you ask me.

Reply #4 Top

Quoting Solam, reply 3
It just seems wasteful that once you have a zone of control nothing really bad can happen. You can leave everything empty and just build your forces on the border.

 

Pretty lame if you ask me.

 

I agree I need monsters to kill to level up my army!

Reply #6 Top

I don't want monster lairs spawning in my territory. That is not fun. One of the worst things about WoM's strategic level was the need to micromanage my territory for fear of spiderlings destroying resources. It would be better to have lots and lots of dungeons and quests litter the terrain. There should be more stuff to do after Act I, but it should not be a forced management. Quests are the best solution. They keep all the monsters in a neat pile under lock and key. You can choose to focus on them or war with your enemies or both. One thing Random events can offer is the spawning of hundreds of new quests and dungeons. It can also create massive rampaging monsters that can tear through our territory. I may make a few of these for my next iteration of WFNB mod. I too am tired of a lifeless home territory.  :zzz:

Reply #7 Top

Quoting seanw3, reply 6
I don't want monster lairs spawning in my territory. That is not fun.

 

If you don't want tha b*st*rds migrating down from the North then send an army up there to take care of tha 'nest'.  I"m just saying that without the ability to grow & become a menace then they're just temperary 'bland' bumpers.  I say let them grow & have a leader & take on a story book type atmosphere rather than all of a sudden a new camp or two spouts up from nowhere (like on that pennisula you cleared just a moment ago, 'where'd these guys come from, this doesn't make any since').

edit: and the percentage chance of them growing into your territory could be less than other territories (based on prestige/faction power?)

Reply #8 Top

quests like: A villager comes in telling of how his small town to the 'North' was overrun by the Ogres tribes.  He goes on to say that only in the last few fort nights there's been rumor of them having taken on a leader bent on expanding his lands. Now of course you can choose several methods of dealing with this menace 1- you can negotiate with this new 'Lord PummelFist', 2- you could pay another faction/independant to take care of them for you, 3 - you could do nothing and let them grow, possibly becomming a problem later.

Reply #9 Top

Quoting Grizzyloins, reply 7
If you don't want tha b*st*rds migrating down from the North then send an army up there to take care of tha 'nest'.  I"m just saying that without the ability to grow & become a menace then they're just temperary 'bland' bumpers.  I say let them grow & have a leader & take on a story book type atmosphere rather than all of a sudden a new camp or two spouts up from nowhere (like on that pennisula you cleared just a moment ago, 'where'd these guys come from, this doesn't make any since').

edit: and the percentage chance of them growing into your territory could be less than other territories (based on prestige/faction power?)

sense*

 

You can think of them as bumpers, but that is really just a westernized view of native inhabitants. I see them as owners of that land. As an American I feel a natural instinct to wipe them out with extreme prejudice and then lie about it to future generations. I was talking about lairs that spawn in my territory, between cities and near resources that I have classified as protected by geography. It would be bad design to allow this. Now, having them spawn from outside of my territory, build up armies and then attack, that would enjoyable. I have said elsewhere that I believe monster spawning has been nearly turned off for this iteration of the beta. In my mod, I turn the levels up to about where they will probably be on release. It is simply a matter of defining how fast you want them to grow, where you want them and how many you want to start there. It's not something that needs new coding or development. I think they are just trying to have us focus on other things.

Reply #10 Top

Quoting Solam, reply 3
It just seems wasteful that once you have a zone of control nothing really bad can happen. You can leave everything empty and just build your forces on the border.

 

Pretty lame if you ask me.

 

I agree with this.  I made a suggestion that lairs should not be automatically dispelled when you enter them.  You should need to cast a spell to do so.  This would lead to a persistence of many more (one wonders if there will be any once the CPU correctly loots them) lairs in places close to your cities, but importantly a persistence you can control. 

The lairs which are left (only give loot on first visit) can then be built on or left to spawn monsters now and then.  The latter gives a source of lower level monsters for leveling low level champions/units.  This is a need not satisfied by quests with strong monsters/groups.  It also means you have to keep some defensive forces inside your 'home' territory and gives administration type champions some occasional exercise (and much needed xp).

The resource pillaging can be controlled by requiring that lairs always have at least one spawned monster in close proximity (one tile radius?).  You only run the risk of a rampage if a second monster spawns in the meantime.

Reply #11 Top

Quoting seanw3, reply 6
I don't want monster lairs spawning in my territory. That is not fun.....
... There should be more stuff to do after Act I, but it should not be a forced management.

I agree with this part, I think the defense of your land should be due to random events or AI forcing they're cavalry past the first cities to hit your undefended cities (or rampaging your resource nodes)

I don't like the idea of nodes popping up now and then anywhere for no apparent reason.

But I think I should be able to take the fights to strategic chokepoints, not be forced to have a fight with the world and every bit of grain in my territory, since that would penalize a big territory not by penalties, but by boredom of managing warriors running around on patrols in your own region.

Sincerely
~ Kongdej