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by Pentarctagon
December 16th, 2018, 4:16 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

And, just to confirm, it would have normal resistances(0% for everything)?
by Pentarctagon
December 15th, 2018, 9:56 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

For #1 then, how about: terrain defense,movement costs: castle=50%,1 coastal reef=70%,1 deep water=50%,1 flat=40%,2 forest=50%,3 fungus=50%,2 hills=50%,3 mountains=40%,5 sand=50%,1 shallow water=70%,1 swamp=70%,1 village=40%,1 Deep water is back to 50% dodge, mountains are back to costing 5 MP, and ...
by Pentarctagon
December 14th, 2018, 9:15 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

That seems somewhat underpowered to me then, honestly. It's a squishy, somewhat expensive unit with the least reliable poison attack in the mainline factions. In that case buff it to 6-2 damage or decrease the price. I agree with you that it is under powered for the price. Could you modify your mos...
by Pentarctagon
December 14th, 2018, 7:49 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

So, current proposals for the level one Naga: name=Naga Poisoner hp=28 xp=35 cost=17 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%...
by Pentarctagon
December 14th, 2018, 12:45 am
Forum: Descent into Darkness
Topic: Scenario Review: DiD 2 - Peaceful Valley
Replies: 34
Views: 11188

Re: Scenario Review: DiD 2 - Peaceful Valley

LienRag wrote:
December 13th, 2018, 4:41 pm
played on Wesnoth 1.12, default on Mint 19
There are a couple 1.14 PPAs as well as a flatpak available for 1.14, if you'd rather not wait for Ubuntu to package it.
by Pentarctagon
December 13th, 2018, 6:26 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

Could someone post a full set of stats for what they think the naga should be, at least for the level one? I'm getting somewhat lost with all the various suggestions on what could be tweaked or redone across multiple posts by multiple people. Naga lvl 1: name=Naga Poisoner hp=28 cost=17 #1 higher c...
by Pentarctagon
December 13th, 2018, 1:35 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

Could someone post a full set of stats for what they think the naga should be, at least for the level one? I'm getting somewhat lost with all the various suggestions on what could be tweaked or redone across multiple posts by multiple people.
by Pentarctagon
December 12th, 2018, 7:45 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

Re: Dunefolk balancing rework ideas - discussion.

Any arguments against this? A mushroom forest is about the antithesis of a desert as mushrooms grow in damp, dark environments. It will be counter intuitive that desert infantry, unusual in their inability to seek cover in an ordinary forest due to their inexperience with it, will gain advantage fr...
by Pentarctagon
December 11th, 2018, 7:39 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 307
Views: 19121

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: 307
Views: 19121

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: 307
Views: 19121

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: 307
Views: 19121

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: 307
Views: 19121

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: 307
Views: 19121

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...