You are a God! You are master and ruler of a loyal nation. You have unimaginable powers at your disposal. You have claimed this world as yours. But there are others who stand in your way. You must defeat and destroy these pretenders. Only then can you ascend to godhood and become the new Pantokrator. When you start the game you decide what kind of god you are and how your DOMINION affects your lands and followers. It is an expression of your divine might and the faith of your followers. If your dominion dies, so do you. Your dominion also inspires your sacred warriors and gives them powers derived from your dominion. In order to win and become the one true god you have to defeat your enemies one of three different ways: conquer their lands, extinguish their dominion or claim the Thrones of Ascension. Release version and manual is available now. Manual can be downloaded from Illwinter's web page.

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Cure affliction ritual (Games : Dominions 4: Thrones of Ascension : Forum : The Halfway Inn - General Discussion : Cure affliction ritual) Locked
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Ond
Ond
Sep 21 2013 Anchor

One thing I always wanted in Dom 3. Possibly make it cost gems based on unit power so weak units are cheap to cure, while curing your SCs, pretender etc should be fairly costly. Just to simplify the implementation, I suggest just making it a province targeted spell, where it picks a random single afflicted unit to cure, and calculates gem price based on target before you cast it.

Sep 21 2013 Anchor

There is a blood based cure affliction ritual now in Dom4. It works on the Commander casting it.

Before I forget it:B2 10 Bloodslaves, some population...and the caster may become a "Flesheater".....

Edith: wrong...only B2..

Edited by: Legion69

Sep 22 2013 Anchor

Summoning a faery can also work.
Although I find often myself wanting some kind of healing, i prefer it be nation specific or with a high req in nature for the summon as it is now. Aflictions spice the game a lot, I think that would be lost if healing was more common or accesible.

Sep 22 2013 Anchor

Solosol wrote: Summoning a faery can also work.
Although I find often myself wanting some kind of healing, i prefer it be nation specific or with a high req in nature for the summon as it is now. Aflictions spice the game a lot, I think that would be lost if healing was more common or accesible.


Yes, the faery is a good indirect option too.....if you meet the requirements. I agree: it is flavor, that some nations have national access to recuperation and / or healing abilities.

Ond...if you are afraid of your thugs or SC getting afflicted...give em better equipement of let them stay out of battle. :lol: All jokes aside, Solosol pointed it out: if it is easy to cure afflictions, no one is afraid of afflicions. And even an expensive investment of gems to cure afflicions takes away the latent fear of afflicions. In my opinion it would be a step in direction of a casual game. Everybody can do everything.....something like that.

Ond
Ond
Sep 22 2013 Anchor

Yea I am aware of the fairy and gift of health. I'd still like a more direct targeted way of dealing with it if possible - at a similar gem price, plus whatever extra cost for the accuracy.

Sep 22 2013 Anchor

In dom4 a fairy queen will automatically cure disease on one unit per turn, but she can no longer cure other inflictions…

Sep 23 2013 Anchor

Kris_Lighthawk wrote: In dom4 a fairy queen will automatically cure disease on one unit per turn, but she can no longer cure other inflictions…


Really??!?!?!? I have not summed one yet....I must do it in my actual game instantly...even more reduction in the abilitiy to cure afflictions.....

Edith: Yes Feary is just a disease healer.

Ond are you thinking about something like: Burning a chest wound with fire, replace an lost arm or a leg ......lets say with an iron arm or a leg of ice? This could sound interesting..but maybe only in a additional submod....

Edith2: I just realized that you can forge an additional arm: THE COPPER ARM!!!

Edited by: Legion69

Sep 23 2013 Anchor

I didn't realize that there was a new blood spell healing afflictions on the caster, this is good as it means that it should be possible to mode self-healing spells for other paths too (hopefully without copying the chance to turn into a flesheater too).

Hum, ideally I would like a nature version useable before GoH is available (maybe enchantement 4 ?) or when another player cast it.

A Death version working only on undeads would be also a good idea.

Before someone say that it make afflictions too trivial, let's remember that it's about a self-healing spell, so a wounded SC or Thug without the appropriate magic paths would not be able to use it.

Death affliction removeal spell for undead ? Wraith lord could cast it but are already immortal so don't really need it to heal affliction. Maybe some tartarians, if they get death random ?

Sep 23 2013 Anchor

jtrowell wrote: I didn't realize that there was a new blood spell healing afflictions on the caster, this is good as it means that it should be possible to mode self-healing spells for other paths too (hopefully without copying the chance to turn into a flesheater too).

Hum, ideally I would like a nature version useable before GoH is available (maybe enchantement 4 ?) or when another player cast it.

A Death version working only on undeads would be also a good idea.

Before someone say that it make afflictions too trivial, let's remember that it's about a self-healing spell, so a wounded SC or Thug without the appropriate magic paths would not be able to use it.

Death affliction removeal spell for undead ? Wraith lord could cast it but are already immortal so don't really need it to heal affliction. Maybe some tartarians, if they get death random ?


A "minor" repair function on undead troops is present now: normal undeads like skeletons normally do not heal. But their normal damage is "repaired" in a Lab. The undead thugs like liches or wraithlord are immortal and heal by time. I have some problems to image some permanent afflictions on those spectral undead like ghost, specral mages or mound fiends. Can't they just "reform" their spectral body?

And yes jtrowell, even with the new blood spell it is not easy to heal a thug. In my current game with Nifelheim Tjatse the Abducter appeared ...old. Instantly he lost an arm. Now a race startet: Gettig enough bloodslaves for emporwerment and that spell cast against getting feebleminded. In the middle of this race Tjatses got mute...so one more point of empowerment was nedded. Finally I won the race...all affliction got away, two more rejuvenations made him young again....in the meanwhile I could forge boots of youth. It was a long way and I am not sure if it is cost effective....but possible and funny with flavour.

Ah......and he startet to like the taste of fresh virgin meat.....

Edited by: Legion69

Ond
Ond
Sep 23 2013 Anchor

I mean afflictions are mostly just fluff, and will rarely significantly impact a game. I realize that this is mostly about my own OCD, and hating to see that annoying little heart on my beloved champions, but I have had games that I abandoned because a random roll gave my best caster an affliction that halved his magic skill, basically losing the game for me. Yes, I should probably never let him get hit in the first place, but it happened.

If magic existed in our world, I think regrowing an arm or curing blindness (and cancer) would be high on our list of spells we research. Probably long before we learn to cast fireball (even if that sounds cool as fuck on paper). Using this logic, I'd argue that curing afflictions should be a lot easier in dom 4 than it currently is.

Edited by: Ond

Sep 23 2013 Anchor

Surprisingly, we know how to cast fireball in our reality (atomic weapon is, after all, an ultimate fireball), but we still cannot cure cancer in a reliable way. Therefore, from the reality perspective, the fireball should be much lower in the research structure then desiase cure (disease cure should require much more research point IMO)

Edited by: dmitryyudina

Sep 23 2013 Anchor

We have to take into account that units do heal themselves after battle. They regain their lost HP if they survive (except undead, maybe some other...). From my POV it is the affliction system (and secondly the XP stars) what really shows the progression of veteran units from the new ones, and the effects of a combative life. They get more bonus from XP, but also the malus from afflictions.

The chance of getting a (permanent) affliction is a main factor to having to take a lot of care in those special units (pretender, thugs, sc, combat mages...), forge them items, and build them at least a chaff army. What happened to your mages (and to mine too, of course)...is part of the risks, and the random nature in some of the mechanics of the game must be taken into account...so we need to take more precautions.

If afflictions were easier to cure, not many precautions should be taken...the game would become more bland and "unreal", imho.

But I must confess that I'm really disappointed with the fairy now. It seems we lose the last hope to have a chance of getting a unique healing unit.

Sep 23 2013 Anchor

you may always wish for arco priestess :P

Jul 15 2014 Anchor

I get the answer in another thread

Indiedb.com

Edited by: Incanto

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