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Rise from erebus broader allignment1/20/2024 How far are they into their alignment? ie Hyborem is absolute evil while someone like Mahala isn't so much There will be a large variability inside aligments.To be more explicit, two factors will be taken into account : Just a few examples to illustrate the new alignment systems : After the next major release, we will have more rational Good/Evil alignments, a 3d alignment system, and mandatory, fully fleshed out and realized Broader Alignments. It's a fairly minimal mechanic, but IMO it's all that is truly needed here A simple tradeoff, but one that provides a lot of strategic depth. But you will see benefits from Hell, primarily related to Mana generation. You can go Renegade, and have hell spread through your lands quickly, at low AC values. But be crippled by it when it finally does ravage your lands. You can go Loyalist, and be safe from hell unless the AC climbs very high. Yes, hell can and will spread even into the most staunchly Loyalist lands. Assume a value of 0.75 for unowned lands. Multiply by your Allegiance value (ranging from 0.5 to 2). The basic Hell spread formula will be something along the lines of this: Start with a default AC req (40). It's only in game effect will be two-fold, centered on the Armageddon Counter It will control the rate at which Hell spreads into your territory, and control how useful Hell is to you. ![]() The current (tentative) plan is for any action that modifies the AC to modify this alignment No other action will affect this alignment. Each represents a faction of gods, much as Good/Evil does now. Let's go into more detail on this new axis, and what affects it.Īllegiance will, as with all the others, have three main alignments Loyalist, Unaligned, and Renegade. Far more actions will affect your alignment. In other words, no more flipflopping alignment at the drop of a hat.įinally, by limiting neutral to such a narrow range (20%, total, while the other alignments each have 40), we have a situation that favors formation of rival alignment blocs, as opposed to now where virtually everyone becomes neutral.īA itself will become mandatory, and will be more fleshed out. Secondly, as the above hints at, using the ratio between two cumulative values makes it progressively more difficult to flip your alignment back and forth. This is something entirely impossible in any Fall from Heaven mod, atm. Resulting in a leader who, while virtually always lawful, can be corrupted quite easily. While both yield an alignment of 2 (maximum), the first is extremely easy to change. But have the Good alignment as, say, 10/5, while the Lawful alignment is 1000/500. As an example, we could have a Bannor leader, highly Lawful Good. First, and most importantly IMO, it allows us to control a leader's alignment and how entrenched the leader is in said alignment, independently of one another. ![]() Neutral will be arbitrarily determined to be anything where the two values are within 10% (0.9 to ~1.1) Anything higher will be Good (or Lawful), anything lower is Evil (or Chaotic). ![]() Alignment will always be 'Good / Evil' (or Lawful/Chaotic), meaning no matter what actual alignments a player has, the ratio will always fall between 0.5 and 2. The new system removes any real cap on maximum alignment However, in order to maintain consistent ratio values, we will constrain the higher value to no more than twice the lower one. Your alignment will be determined by the ratio between these two values. In other words, we will store one value for Good, and one for Evil. Rather than store one value per alignment axis, we store two One for each extreme. With the next major release, this will no longer be the case. Meaning it is fairly easy to repeatedly change alignments. There are relatively few effects, first off, and second, it is a slider with maximum values. Right now, Broader Alignments (henceforth BA) is not implemented well.
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