Search found 18 matches

by holius
November 30th, 2018, 12:24 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19165

Re: Dunefolk balancing rework ideas - discussion.

Regardless of what might or might not end up happening with the Jinn, for right now, is anyone opposed to changing the Falcon to reduce its cost and remove its attacks? I'm not sure I understand which problem is meant to be solved by such a change. It certainly makes Water Control a bigger problem....
by holius
November 23rd, 2018, 11:05 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19165

Re: Dunefolk balancing rework ideas - discussion.

@pentarctagon, you're right, sorry for somehow derailing the thread. (confusing lawful and loyal comes from using the french translation)
by holius
November 23rd, 2018, 10:01 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19165

Re: Default+Dunefolk era balance

It is not a fun or easily balanced design for the reasons outlined by Nobun above . On top of that it is unnecessarily complicating. The additional complexity might not be a bad thing if a new mechanic delivered game play value enough to offset said complexity. That just is not the case with limina...
by holius
November 21st, 2018, 8:46 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19165

Re: Default+Dunefolk era balance

To review, wesnoth already has the following damage modifier categories already: Damage resistances. Terrain defenses. Numerous special abilities that often double damage. Asymmetrical rounding of up versus rounding down of damage by time of day (with no rounding for neutral units as a further wrin...
by holius
November 20th, 2018, 8:37 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19165

Re: Default+Dunefolk era balance

In addition, liminal's fundamentally imbalanced nature requires stats for the odd faction that uses it to be skewed up or down versus the rest. A damage value of "5" for a neutral, lawful or chaotic unit will generally average out to 5 over the six turn day. But a damage value of 5 averages out to ...
by holius
November 20th, 2018, 8:25 am
Forum: Art Contributions
Topic: Dunefolk Facelift: Redux 2.0
Replies: 22
Views: 2630

Re: Dunefolk Visual Rework

This is very interesting art work for the soldier. I have one suggestion to offer about coloring : keep loyal units white / pale grey, and make all liminal (dark) blue. It would help make users better understand the 'alliance of city and desert tribes' aspect of dunefolk faction. Other dual alignmen...
by holius
May 22nd, 2018, 7:53 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

The suggestions are very interesting, indeed. I spent some time crushing the AI with Dunefolk modified as proposed, and uploaded a modification addon on the 1.14 server for anyone interested. It's called Experimental Dunefolk Balance Mod.
by holius
March 22nd, 2018, 1:39 pm
Forum: Multiplayer Development
Topic: Preferred Fate of the Dunefolk (formerly Khalifate)?
Replies: 65
Views: 6003

Re: Preferred Fate of the Dunefolk (formerly Khalifate)?

I also like the idea of renaming the 6-factions-era-since-1.0 "Classic", and add Dunefolk to "Default", where I'd like to see in future releases other "designed to be balanced against Default" factions (e.g Deep Elves).
by holius
March 16th, 2018, 4:01 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

Thanks for the explanation. As Mathbrush pointed out, if you want to recover the -25%, you need a +33.3% from the new base damage, this should in principle avoid the problems above. I haven't checked what happens with the rounding though. Another thing to consider is that units with 'strong' (50% o...
by holius
March 16th, 2018, 2:37 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

I understood Celtic_Minstrel's suggestion to implement liminal as 0/+25%/0 as an implicit request to tie it with a kind of "always fearless" (no negative effect) hidden trait. But your question makes me realize I could have understood differently. I don't have much experience of alternative schedule...
by holius
March 16th, 2018, 12:10 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

The PR indeed contains slight balance changes. Where damage was 5/7/5, I had to chose between 5/6/5 and 6/7/6. Herbalist melee, Rider ranged, Swiftrider melee are impacted. Where damage was 6/8/6, I had to chose between 7/9/7 and 6/7/6. Explorer melee+range, Windrider melee are impacted. 4/5/4, 5/6/...
by holius
March 16th, 2018, 9:10 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

It's possible to reimplement liminal as a bonus. I have spent some time playing with the code to see which one of my previous suggestions was the easiest to code. It seems Celtic_Minstrel's one is even easier, so I have made a PR to change liminal to a pure bonus (comparable in power to fearless cha...
by holius
March 14th, 2018, 9:52 am
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Re: Default+Dunefolk era balance

Thank Celtic_Minstrel for the pull request. I hope the most imbalanced match-ups will be sufficiently improved with them. My question about liminal seems to have slightly derailed the topic on this specific issue. As balance will need tests with the PR, I suppose it's ok to still discuss liminal, aw...
by holius
February 22nd, 2018, 10:32 pm
Forum: Multiplayer Development
Topic: Default+Dunefolk era balance
Replies: 102
Views: 17373

Default+Dunefolk era balance

Now that Dunefolk have new names, and a faction description, what about reopening the hard topic of balancing an era with them ? As I like to play with them, I wish they keep some of their core gameplay (at least: melee marksman, heal +8 recruitable, rather high mobility, sand strength). What is you...
by holius
February 22nd, 2018, 10:46 am
Forum: Writers’ Forum
Topic: Dunefolk(previously Khalifate) race description
Replies: 472
Views: 43976

Re: Dunefolk(previously Khalifate) race description

The last posts don't concern "race description", but a mix of all concerns around Dunefolk. Sprites, faction/era balance, lore directions for campaigns, liminal alignment dislike, etc. Maybe it's time to move outside the Writer's Forum, and (re)start threads in Multiplayer (for balance) and Art Cont...