DO/Rules/Fair Omen

From Dark Omen Wiki

(Difference between revisions)
Jump to: navigation, search
Line 41: Line 41:
===Item Costs===
===Item Costs===
-
They are multiplies of 25-50 for helping you spend ''all gold'' when playing with 5k/7k Limits.
+
They are multiplies of 25-50 to help you spend ''all gold'' when playing with 5k/7k Limits.
{| class="prettytable"
{| class="prettytable"

Revision as of 22:23, 28 May 2012

Contents

Installation

  1. Overwrite folder “1pbat” from GameData. This folder has all maps available for Multiplayer.
  2. Overwrite folder “2parm” from GameData. This folder has all changes related to Regiments.
  3. Overwrite archive “EngRel” (game icon). This archive brings the new Item costs.

Download link: http://www.mediafire.com/?e37b3b2q34656lq

Background: Problems with Dark Omen

  1. Regiment numbers: Few units provide short entertainment. Most ranged/infantries with 16 or 20 (poor Visual difference).
  2. Artillery: How many times did we have to play Defensive due to our steady artillery?
  3. Shield costs: Who dares to buy shields? This feature is not used because of high values, for example Zombies shield cost 600gc!
  4. Experience evolution: Who can afford for TOP Wights (8400gc) or TOP Orc Boar Boyz (7680gc) in a serious army?
  5. Item costs: Swords too expensive, Ptolos & Spelleater (which is better) at 500gc, Horn of Urgok‘s effect at only 750gc…

Fair Omen Changes

General Info

Fair Omen reorganizes the Regiments/Items giving them a suitable Size/Price/Order and corrects some mistakes from programmers. Regiments have now a mathematical Structure based on multiplies of 60 and were distributed forming Factions.


All Troops were resized into an Epic Scale: 1-3-6-9-12-16-20-26-32. To edit an Army you have Total Freedom: You have permission to purchase any number of a same Regiment and there aren’t limits for Experienced Regiments or Items.


Mobile Artillery: Siege machines now have 2 Movement points and “Will never rout”. They are Single units with 3 Wounds/3 Toughness. Don’t have close attack. Ballistic Skill: Imperial Cannon +1 (to 4); Orc Ballista +1 (to 4).

Initiative boost: Regiments have +2 Initiative to improve their Path-finding. Movement: Vampire -1 (to 5); Wraiths +1 (to 5).

Leadership boost: Regiments have +1 Leadership to fight longer. Exceptions: Wood Elves/Wights/Mummies (all keep L8).

Grail Knights: They replace Knights of the Realm to have more variated Cavalry. Grail Knights are “Immune to fear”.

Greenskins improvements: Monsters became Squads -> Trolls: 3/3, Spiders: 3/3, Scorpions: 6/6. Night Goblin Shaman has “Unimpeded by difficult terrain”. Orc Biguns are “Immune to fear”.

Errors corrected from programmers: Despite descriptions, Mercenary Ogres didn’t “Cause fear” and Zombies weren’t “Immune to fear”.

Experienced Troops

Old System: In DO, next level doubles the Regiment last price: Zombies go from 270gc (level 1) to 540gc (level 2) and then jump to 2160gc (level 4 FE). Considering gold spent, 2 Zombies lvl-1 are better than 1 Zombies lvl-2 (here only quantity matters, not much the quality).

New System: In FO, next levels will have a small increase depending on the Regiment performance. Also it has a Shield Structure where Regiments with higher level also come with higher armor, always based on Dark Omen limitations.

Item Costs

They are multiplies of 25-50 to help you spend all gold when playing with 5k/7k Limits.

SWORDS Cost SHIELDS Cost BANNERS Cost MAGE Cost OTHERS Cost
Skabskrath 300 Spelleater 350 Wrath 500 Wand of Jet 375 Horn of Urgok 3400
Hellfire 225 Ptolos 150 Defiance 450 Staff of Osiris 325 Potion of Strenght 175
Storm 175 Dragonhelm 50 Mork's War 275 Book of Ashur 175 Heart of Woe 75
Grudgebringer 125 Enchanted 50 Arcane Warding 275
Runefang 50
Personal tools
communication