Search found 203 matches

by Caladbolg
April 11th, 2019, 11:59 am
Forum: Users’ Forum
Topic: Poll: Do you reload usually if you lost your valuable high-level unit because of a strike of unluck?
Replies: 14
Views: 3843

Re: Poll: Do you reload usually if you lost your valuable high-level unit because of a strike of unluck?

Voted no. I reload when I lose an important unit due to poor placement (i.e., maybe I didn't see an enemy unit, or I forgot to check enemy's mp and though it wouldn't reach me). When I reload, I adjust my strategy, so it's not like I'm reloading the same thing until rng swings my way. In general, I ...
by Caladbolg
April 10th, 2019, 10:29 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 112
Views: 36823

Re: BfW is a game that relies on save-scumming too much

It is positive despite of RNG. Or, to say accurate, the RNG is not a problem for most players because they always can reload an excessive unluck. And they gladly use this possibility. They do it, almost everyone do, I myself did it a lot when I just started playing Wesnoth. Let us stop denying obvi...
by Caladbolg
April 9th, 2019, 4:04 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Naming
Replies: 101
Views: 27919

Re: Dunefolk Rework - Unit Naming & Descriptions

I'm for Dune Lord over Captain, Bladewind over others (Deathwind is too edgy in retrospect), and undecided on Physician/Sage (though both are good).
by Caladbolg
April 9th, 2019, 4:01 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 112
Views: 36823

Re: BfW is a game that relies on save-scumming too much

To get back to your Dragonguard example with 1-40 and 70% defence, with the standard mechanics, your chance to deal 0 damage is 70%, and cth is 30%. With your proposal, you are bracketing the potential damage into 11 brackets, 10 of which deal at least some damage, while only the lowest one deals no...
by Caladbolg
April 5th, 2019, 2:52 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 119
Views: 32365

Re: Dunefolk Rework - Removed Units & Extra Units

Im absolutely fine if it was called Dust Devil instead, though then it has the same name as the campaign Dust Devil... Also it has an advantage of already being in the UtBS campaign so Dust Spirit would finally make that unit in the campaign relevant and expand its lore I also prefer the name Dust ...
by Caladbolg
April 5th, 2019, 2:12 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 130
Views: 59423

Re: Dunefolk Rework - Base Units

Yup, that fixes it :D
by Caladbolg
April 4th, 2019, 11:21 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Naming
Replies: 101
Views: 27919

Re: Dunefolk Rework - Unit Naming & Descriptions

Burner: I'm fine with Burner, though I also like Naffat. It's familiar enough that it doesn't confuse you, and foreign enough to give some flavor. Either way. Shieldbreaker: I'm still unconvinced that this name fits anywhere in this unit line. In any case, I'm for Skirmirsher > Strider > Harrier. S...
by Caladbolg
April 4th, 2019, 11:05 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 130
Views: 59423

Re: Dunefolk Rework - Base Units

I'm not an artist and I might not be able to properly explain so take these with a grain of salt: Warmaster's lower face is a bit hard to read. Is that a really dense beard, or some kind of a face covering/mail to shield the mouth from sand? Warmaster's lower body appears very wide due to the cloth ...
by Caladbolg
April 4th, 2019, 10:27 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 128
Views: 43558

Re: Dunefolk Rework - Extra Units

I really like the new Shieldbreaker sprite :) For naga's pose, I don't have a preference. For the color, I prefer the bluish hue to differentiate from the existing nagas more. For the sword/dagger, a katar , or an aruval would look really interesting, and both are Indian (as are the naga myths irl)....
by Caladbolg
April 4th, 2019, 9:56 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 119
Views: 32365

Re: Dunefolk Rework - Removed Units & Extra Units

Naga and DS mostly look good. DS's arcane res could be a bit lower, like -30%, purely for lore reasons. Elves and ghosts have -10%, skellies have -50%, drakes have -30%. Arcane is anti-magic, and I'd suppose a spirit-like sandstorm is at least more magical than a drake. If balance is not a huge issu...
by Caladbolg
April 4th, 2019, 9:39 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 108
Views: 26972

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

For Swordsman, I strongly prefer option 1, due to reasons mentioned by Xalzar. For Cataphract, I think having a split at lvl3 with such a drastic weapon change is really odd. Lvl2 unit wielding a bow suggests that some time has been put in honing that skill. Just dropping it completely, and suddenly...
by Caladbolg
March 29th, 2019, 7:02 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 108
Views: 26972

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

ghype wrote: March 29th, 2019, 4:36 am - Herbaslit: heals+4 and regen+4
- Apthecary: heals+8 and regen+4
- Lv3 Healer: heals+8, cure and regen+4
- Alchemist: poison, regen+8
Aye, I can get behind that.
by Caladbolg
March 29th, 2019, 6:58 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 119
Views: 32365

Re: Dunefolk Rework - Removed Units & Extra Units

You don't need hands free for chakrams – they loop over the arm and are probably thrown straight from there as well. As for a tail attack, it's a cool idea, but as others have mentioned I think it's poorly-suited for a legless naga. Hmm.. still, how would you throw it from your arm if you're holdin...
by Caladbolg
March 28th, 2019, 3:58 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 108
Views: 26972

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

I'd be ok with the Spearguard line losing their ranged attack. Visually, and from their resistances, they seem more like palace guards or tanky melee fighters, as opposed to loyalist Spearmen/Javelineers. Not a unit I'd expect to be throwing spears. But I don't have much of an issue with keeping the...
by Caladbolg
March 28th, 2019, 3:21 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 119
Views: 32365

Re: Dunefolk Rework - Removed Units & Extra Units

I'm also against any merging of Spearguard and Shieldbreaker lines, as they seem too different from each other. As for the Naga, how about 5 x 2 melee blade, 3 x 4 ranged blade (chakrams)? That way it could work as a mixed fighter on lvl 1, and then go more towards ranged later on. (Naga can't be to...