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    Real Strategy Requires Cunning


Jun 17, 2018
Currently, Seal victory is not very challenging because they very rarely spawn units to attack those who are claiming them. It means that after you have claimed a few Seals, you may win without ever being attacked from "within" by units spawning on the Seal. You can thus just put a single Irregular to claim the seal without any danger of losing it. It would make sense to increase the challenge of maintaining control of Seals.

Seals are also very hard to clear but can yield very bad items. When using the balance mod (http://steamcommunity.com/sharedfiles/filedetails/?id=661597466), it is especially annoying, because v1.27 has changed the way item rewards are attributed so that you get Mythical items only when you clear Mythical sites, and Common items only when you clear very low-level sites. But you would still get Common or Strong items when clearing a Seal.

(also I think Seals spawn only on the surface and not UG?)

So here are two proposals:
88. Seal’s defenders spawn every 3 to 10 turns (5% chance of 3 turns, 10% of 4, 15% of 5, 25% of 6, 20% of 7, 10% of 8, 10% of 9, 5% of 10) (was 10 to 20 turns with the highest frequency at 15).
See discussion here : https://steamcommunity.com/sharedfiles/filedetails/?id=802231218

93. Seals have Mythical and Legendary item rewards (was T3 item cat, i.e. a mix of Common to Mythical items).

What's everyone's opinion on these?


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Sep 16, 2018
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I played an UG only game and there were seals. Your spawn times look ok. Could a combat spell be implemented on Seals as well?