Rashy Era

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Trayanee
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Joined: January 29th, 2017, 12:26 pm

Re: Rashy Era

Post by Trayanee » February 28th, 2017, 4:43 pm

Tested it and it seems ok. I updated the Era first from add-on server, then changed the grand knight ID in my saved game file and all new saves are valid

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Vyncyn
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Re: Rashy Era

Post by Vyncyn » May 4th, 2017, 6:17 am

No new update yet. I've made a lot new or changed graphics and some other changes, but I'm waiting till I finish the dwarves.
And I kinda need help with that. I'm trying to make the faction 100% dwarves, but it should be relatively balanced. Also, the dwarvish faction should be a bit more techinically advanced than the others, but not too much (so no steampunk).Any comments would be welcome.

Here are some ideas I had about the faction:
Spoiler:

Trayanee
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Joined: January 29th, 2017, 12:26 pm

Re: Rashy Era

Post by Trayanee » May 4th, 2017, 11:27 am

As far as mainline units go, I have no opinion, but for the faction to be distinct enough, I would say at most half of the units could be mainline-like, even less if possible.

As for the the new unit you proposed. I like the Elementalist and for me the name suggests multiple possible elemental specializations. Fire is obvious, but why not add another little more utility oriented branch maybe something like earth mage? i can see something like Earthshaker having an impact ranged attack with slow. Another possibility could be a lightning mage, but thats a little too similar to fire in its general purpose.

Lizards rider is nice too. I would probably choose another mountains-aligned mount like chamois, but lizards are cool too :).

Ballista should work. Looking forward to see how you implemented it.

I dont like the crossbowman dwarf idea though. What about an axe-thrower or even something a little more unique like hammer thrower? (the name sounds weird, I know). Thats what I see as a dwarven ranged attack but its not technically advanced as you wished for.

Smith to ballista is an interesting idea. I would say, go with it, ditch the smith - > runesmith branch and expand on the idea of smith creating/advancing to more constructs, could be the golem you suggested or mangonel wich is still a reasonable/non-steampunk invention. This way you can also go with the fighter to runesmith advancement.

In my mind, dwarves are also connected to a spiritual magic. I can imagine an ancient spirit like unit for them with magical melee and high avoidance. But maybe thats out of the theme of your faction.

And because I really like hammers I would also suggest a low mobility two handed warhammer low mobility unit. Could be named Vault Keeper, protector of gold vaults.

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Vyncyn
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Re: Rashy Era

Post by Vyncyn » May 4th, 2017, 2:55 pm

Trayanee wrote:I like the Elementalist and for me the name suggests multiple possible elemental specializations.
I had him in when I first released the faction (I later removed it because i thought the dwarves were too weak on flat terrain). He started out with just fire damage and gained an additional cold attack on lvl3. It really depends on what the faction needs though, so I might add a little more to him. Utility branch seems like a good idea.
Trayanee wrote:What about an axe-thrower or even something a little more unique like hammer thrower?
Dwarves already have a lot of imapact and blade damage. I'm not totally against a unit like this, but I would only do it if the faction has enough pierce attacks.
Trayanee wrote:expand on the idea of smith creating/advancing to more constructs, could be the golem you suggested or mangonel
Smith creating the golems was my idea too, but I would have them as seperate unit lines and only mention it in unit description. Ballista needs someone to operate it, but golem can act on it's own.
The smith idea needs some more work though. Initially he should have had just a hammer melee attack, but letting him advance from pure melee to pure ranged is really weird gameplay wise. Maybe he has a crossbow on level 1, but i'm not happy with that idea either. Mangonel as alternative lvl3 seems good to me (I need to work out a good grafik though).
Trayanee wrote: I can imagine an ancient spirit like unit for them with magical melee and high avoidance. But maybe thats out of the theme of your faction.
I'm intrigued. It wasn't really what I had in mind for them, but it could work out quite nicely. Can you expand on this idea a bit more? Like, how should it look like and what weapon has it (maybe arcane touch like a ghost or some sort of spirit sword).

Trayanee
Posts: 33
Joined: January 29th, 2017, 12:26 pm

Re: Rashy Era

Post by Trayanee » May 5th, 2017, 5:34 am

Vyncyn wrote:I'm intrigued. It wasn't really what I had in mind for them, but it could work out quite nicely. Can you expand on this idea a bit more? Like, how should it look like and what weapon has it (maybe arcane touch like a ghost or some sort of spirit sword).
I thought these should retain the Dwarf shape but be incorporeal which would also suggest some sort of spirit weapon, short sword or axe. Unfortunately I am not an artist nor can I image art a lot so I dont know whether they would look better in completely ghosty silver/white/grey colours or just in washed up colours. Lore wise I see them as Spirit Guides / Advisors from the past to current generation. Maybe Spirit Guide would be even a suitable name for lvl 1.

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Vyncyn
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Re: Rashy Era

Post by Vyncyn » May 5th, 2017, 6:06 pm

uploaded v1.4
There are lot of new graphics, especially for Darkelves, and recoloured sprites for the Marashy.
Some Aquana can now have a "human" trait, which changes their image and some stats.
Dardo slinger line has been changed to goblins (Note: they aren't supposed to look like mainline goblins).

Most importantly, I readded the dwarves. Right now they are just in for testing and lack some graphics as well as proper balancing. Their lineup isn't finished, so I might add or remove some units in future updates. The Dwarvish spirits currently have similar stats to the ghost, but I plan to change them a bit more. Ballista ability works as intended, but can be akward to use; I've made a short manual in the unit description (though hopefully not necessary). Feedback and ideas about them would be highly appreciated.

Edit:
1.4.1b is out
I removed Dwarves from random draft (wasn't working before) and changed ballista line

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Vyncyn
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Re: Rashy Era

Post by Vyncyn » November 18th, 2017, 11:09 am

uploaded 1.4.2

Aside from reworking graphics for Trarahy Mages, most of the Vixen, and some other units it includes two bugfixes.
Exp gain from dwarvish ballista should work now and the "human" trait for aquanas should show the correct resistances in the help menu.
Aquana Riders can get the "human" trait now aswell and the Vixen get -10% pierce resistance instead of -20%.

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Vyncyn
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Re: Rashy Era

Post by Vyncyn » May 10th, 2018, 6:19 pm

Uploaded v1.4.3 on steam. I propably won't update on wesnoth 1.12 anymore.

The dwarven ballista can't fire while enemies stand next to it.
Some grafik updates for the Luz faction and some other units. I hope I can replace the rest next time.
Luz get 2 new units: peasant: lvl 0 unit that advances into Miliz. Very cheap, but gets 1 bad trait instead of 2 positive ones.
veteran: alternative advancement for Miliz. Fast and has sword+spear, but not as durable and less damage.
I haven't tested their balance yet, so feedback would be welcome.

If you encounter any bugs or problems please contact me.

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