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by Pentarctagon
Today, 7:39 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Alignment: Lawful or Neutral I believe there was generally agreement that we shouldn't be re-adding a third alignment back to the faction, in which case it should be Lawful. edit- Also, how would the knalgan alliance fight this unit? I get that it's expensive, but the dwarves have no magic or marks...
by Pentarctagon
December 9th, 2018, 7:29 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Yeah, mushroom groves are definitely not a campaign-only terrain or something.
Celtic_Minstrel wrote:
December 9th, 2018, 6:53 pm
Eh, how do you expect people to know that you're updating your post...? (Also, which post?)
https://forums.wesnoth.org/viewtopic.ph ... 95#p636112
by Pentarctagon
December 9th, 2018, 6:30 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

The_Gnat wrote:
December 9th, 2018, 6:12 pm
Awesome :D Also is it going to be liminal?
Yes - I've been updating my previous post with the few changes suggested so far.
by Pentarctagon
December 9th, 2018, 4:53 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Alright, the naga line I think we're pretty settled on now then, so I'll add them once the sprites are ready.

Also, there was some discussion about the Dunefolk's mushroom defense being improved - is that still under consideration?
by Pentarctagon
December 9th, 2018, 4:18 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

For the naga line, how about:

Naga Poisoner > Naga Afflictor > Naga Scourge ?
by Pentarctagon
December 8th, 2018, 6:11 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

About the naga: I like that his movetype differs from the other nagas. It would then make sense that his sprite is less armoured then the orc naga? The naga unit is supposed to be more assassin-like, IIRC, hence the improved movetype/defenses but lower hp and negative resistances to physical damage...
by Pentarctagon
December 8th, 2018, 9:36 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Specific stat proposals for the Naga units: name=Naga Poisoner hp=28 cost=16 moves=7 alignment=liminal attack1: name=spear specials=poison type=pierce strikes=2 damage=6 attack2: name=bow type=pierce strikes=3 damage=3 resistances: arcane=0% blade=-10% cold=0% fire=0% impact=-20% pierce=-10% terrain...
by Pentarctagon
December 7th, 2018, 11:31 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Should the Dunefolk really have 3 alignment types though? With the Falcon's removal, they just have lawful and liminal, unless I missed something.
by Pentarctagon
December 7th, 2018, 9:29 pm
Forum: Coder’s Corner
Topic: Tools development
Replies: 11
Views: 298

Re: Tools development

Just keep in mind that the Eclipse plugin hasn't been updated since 1.9/1.10. If you do decide to work on it though, having a button to run the new schema validation feature in master on an add-on would be useful.
by Pentarctagon
December 6th, 2018, 2:03 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Right, I wasn't saying this is it, I was just making sure I was on the same page as far as what to do once a sprite is available.
by Pentarctagon
December 6th, 2018, 12:41 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Just to confirm: the next changes agreed upon are:
1) Remove the falcon from being recruitable by the Dunefolk.
2) Add the naga unit.

Correct? And if so (and maybe I missed/am forgetting it), what sprite would the naga unit being using?
by Pentarctagon
December 5th, 2018, 1:33 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

ghype wrote:
December 5th, 2018, 10:51 am
Pentarctagon wrote:
December 4th, 2018, 12:53 am
6-2 melee poison spear/spine
3-3 ranged bow

Movement 7
how much hp/cost would such a unit have?
I'm not sure. Would the naga unit be more in the vein of a regular fighter, or more like an orcish assassin type of unit?
by Pentarctagon
December 5th, 2018, 1:57 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

The Naga is a venomous snake creature (specifically half cobra). Is this mentioned somewhere? Neither them being venomous nor like a cobra is mentioned in their race description or the naga fighter line's descriptions, at least. 6-2 melee poison spear/spine 3-3 ranged bow Movement perhaps should be...
by Pentarctagon
December 5th, 2018, 12:34 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 227
Views: 8220

Re: Dunefolk balancing rework ideas - discussion.

Making the new unit be a good fit is really what I think the main goal should be. If it's also really unique and different, then great, but fitting into the faction takes precedence, at least in my mind.