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Well, hopefully two years late is better than never. I'm looking at this and now might be a good time to clean the idea up some more. Any changes would be in 1.15+, not 1.14.
I think making khthon that have enthrallment and khthon that don't was a mistake, do you think it makes sense to give everyone enthrallment, but probability of enthrallment increases (rapidly) with level? Alternatively, enthrallment could only work on enemy of lesser/equal level, but that would be a pretty big nerf. Maybe level+1, but I'm not sure how intuitive that is.
Vector is indeed confusing. While rewriting it, I think it makes sense to have the active conditions be both "wounded" and ZOC'd (I guess you check that by seeing whether any path longer than 1 hex is available?). Maybe up the ante, make a failed vector attack fatal, but also give some magic-like chance to hit.
vector_abilities.cfg has been getting quite confusing. I am interested in rewriting the code (with some Lua usage) eventually.
If you are interested in that, I would like to have description of how the abilities should work.
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