Search found 203 matches
- 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 ...
- 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...
- 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).
- 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...
- 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 ...
- 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
- 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...
- 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 ...
- 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)....
- 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...
- 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...
- March 29th, 2019, 7:02 pm
- Forum: Multiplayer Development
- Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
- Replies: 108
- Views: 26972
- 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...
- 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...
- 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...