The Deep Elves

It's not easy creating an entire faction or era. Post your work and collaborate in this forum.

Moderators: Forum Moderators, Developers

Re: The Deep Elves

Postby Wussel » October 25th, 2017, 5:44 am

Finally I found it! How is the single player campaign "Nightfall" doing?

From just a quick look I found the Patroness unit name exotic. It sound so patriachic to me. I would go more for a more matriarchic name. I know Matron sounds like head nurse and is taken by some other UMC factions already.

So hard to find a appropriate word for a female pope or bishop or cardinal. Anybody any ideas?
Wussel
 
Posts: 501
Joined: July 28th, 2012, 5:58 am

Re: The Deep Elves

Postby Kwandulin » October 26th, 2017, 1:49 pm

I made some progress with the Nightfall campaign throughout the last months. The scenario design differs from the currently uploaded version. I still need to redo all the dialogues, though. And I don't have much Wesnoth time the upcoming months
Last edited by Kwandulin on November 9th, 2017, 7:30 pm, edited 1 time in total.
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby Kwandulin » November 9th, 2017, 7:29 pm

Updated to v.1.4:

  • removed the Elthare (L2)
  • added the Corrupted (L3) instead, which advances from the Phade. She has the "Ether grip" special: the Corrupted pulls an opponent into the dark world. The target will receive an additional +20% damage this turn. Suited to beat down the big baddies.
  • Line damage of the Harbinger now only deals 50% damage.
  • added Magical special to the Priestress line.
  • slightly increased Minotaur HP
  • boosted Tyr'Hai cavalry damage slightly.
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby Kwandulin » February 12th, 2018, 8:12 pm

The Deep Elves v.1.5

  • added a flying L0 deep elf scout, the Whisp. On advancement, it can either advance to any of the 4 basic deep elf units or to the Greater Whisp
  • added a L1 advancement of the Whisp, the Greater Whisp
  • added a L2 advancement of the Greater Whisp, the Whisp Mother, which grants nearby whisps a +25% attack bonus
  • slighty improved the overall resistance of the deep elves, because they have no favourable terrain and were very squishy
  • increased overall cost of the deep elves. As a counterweight to the northerners, the deep elves are intended to have high-quality but high-cost units
  • removed some abilities. The Deep Elves should rely on their special subrace-abilities: Spurt (Shadowborns), Hunter (Bloodborns), Stardust (Lightborns)
  • now all subrace abilities scale properly with the unit level (spurt grants +1/+2/+3 mp, on the hunt grants +2/+3/+4 bonus damage, stardust grants +10%/+15%/+20% parry)
  • Bloodmaidens gain +2 hp whenever attacking a unit of the unit type that they are hunting
  • changed Stardust so that it decreases the chance to be hit by +10%/+15%/+20%
  • the Lightborn line special ability "Stardust" is now displayed as an ability and not as a weapon special to every attack

  • the spurt ability of the Nightmaiden line now only works at night (as intended)
  • the units of the Nightmaiden line are now automatically re-selected once their ability is triggered
  • the Night Stalker and Baroness of the Night now have a ranged crossbow attack. They shoot a magical enchanted bolt that seeks its enemies and has a high chance to hit. Also grants the Deep Elves another source of (midgame) pierce damage besides the Tyr'Hai

  • added a rip attack to the Baroness of the Night: a single strike 1.5x damage attack, but she also receives 1.5x retaliation damage
  • the ram attack of the Minotaur is now disabled on defense
  • fixed Shadow Tyr'Hais teleport ability not working
  • the line damage is now available for the Patron

  • improved the names of the attacks
  • reduced strike gfx on lower unit levels
  • renamed Lidh to Lightborn
  • added a slight halo to the Lightborn line
  • improved the Lightborn defense animation
  • added a defense animation for the Phade
  • a visual effect shows up, when the Bloodmaidens have chosen a target
  • added a halo that indicated that a Bloodmaiden is on the hunt
  • added a black whirlwind graphical effect to the Nightmaiden line whenever their special ability is triggered
  • fixed the Seer's attack animation not showing the exclamation mark
  • Night Stalker and Night Baroness are now less bulky (visual) and have a crossbow on their back
  • improved the attack animation of the Vault Lurker
  • added a bite strike gfx for the Tyr'Hai
  • added a fancy animation to the Matriarch and Patron: the arcan barrage
Attachments
specials.png
Deep Elves v1.5 - Visuals
overview.png
Deep Elves v1.5 - Unit Tree
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby ForestDragon » February 14th, 2018, 10:35 am

the new visuals are simply majestic! (especially whisp mother's ranged animation) anyway, some feedack:
-I find it a bit weird that the whisp orb attacks are classified as ranged, while looking like melee attacks
-I think Greater Whisp is a bit too un-attractive stat-wise compared to other advancements (maybe give it a 4-1 magical arcane melee (5-2 for whisp mother))
-bugreport: whisp has Lidh (the old id for lightborn) as an advancement, resulting in the game crashing when trying to advance the whisp
-bugreport: many units have the "image not found" image as their portrait. it would be a good idea to comment out the "profile=" lines for units who don't have a portrait image yet.
User avatar
ForestDragon
 
Posts: 1337
Joined: March 6th, 2014, 1:32 pm

Re: The Deep Elves

Postby Kwandulin » February 15th, 2018, 12:07 pm

Thanks! I fixed the whisp attack/stats and the related crash. I hope to fill in the portraits later, so I won't change that now
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby octalot » February 15th, 2018, 1:13 pm

Ooh, interesting new abilities :) BTW, the descriptions in ABILITY_STARDUST and SPECIAL_NOTES_STARDUST still say that they reduce the number of strikes.

I'm interested to see how the new stardust will play, but I really liked the tactics of the old one; in the scenario where there are enemies with 30-1 attacks, I assumed the puzzle was to ensure those enemies could only attack units with stardust.
octalot
 
Posts: 91
Joined: July 17th, 2010, 7:40 pm

Re: The Deep Elves

Postby ForestDragon » February 15th, 2018, 1:15 pm

Kwandulin wrote:Thanks! I fixed the whisp attack/stats and the related crash. I hope to fill in the portraits later, so I won't change that now
ok. btw, more feedback:
-Seer's ranged attack anim's start_time/missile_start_time values should be set higher (perhaps -3000 for start_time, and -2600 for missile_start_time), since currently the damage is dealt during the explamation mark, instead of the explosion
-I think it would be a good idea to add the magical special to Seer's ranged attack, but nerf it's damage-increase-per-kill effect to +1 per kill
-in the current (1.51) version, baroness of night's rip attack seems to be missing it's special
-I think the lightborn line seems a bit too ranged-attack-oriented. I would suggest the following changes to their stats:
lvl1: 7-2 melee, 4-4 ranged, maybe increase arcane resistance to 0%
lvl2: 10-2 melee, ranged is ok, maybe increase arcane resistance to 10%
lvl3 (Irr): 12-2 melee, maybe increase arcane resistance to 20%
-proposed changes to Corrupted to make her actually viable stat-wise in comparison with Irr:
-maybe give her an ability, like regenerates, or something else
-either buff her melee attacks (maybe 12-3 faerie touch and 15-2 nether grip), give her a weak ranged attack, or maybe even both
User avatar
ForestDragon
 
Posts: 1337
Joined: March 6th, 2014, 1:32 pm

Re: The Deep Elves

Postby IPS » February 16th, 2018, 4:06 pm

It's me or I don't find any add-on to test the newer deep elves? :/
I don't find any add-on named deep elves or any add-on with Kwandulin as author.

I'm playing at 1.12.6 versions.
Creator of: Deathmatch new in 1.12 server.
Developer of: Empires in 1.12 server.
User avatar
IPS
 
Posts: 836
Joined: December 6th, 2009, 6:36 pm
Location: Venezuela

Re: The Deep Elves

Postby ForestDragon » February 16th, 2018, 4:16 pm

IPS wrote:It's me or I don't find any add-on to test the newer deep elves? :/
I don't find any add-on named deep elves or any add-on with Kwandulin as author.

I'm playing at 1.12.6 versions.
It seems Kwandulin decided to move all of his add-ons to 1.13, I guess you'll have to use the development version for testing.
User avatar
ForestDragon
 
Posts: 1337
Joined: March 6th, 2014, 1:32 pm

Re: The Deep Elves

Postby Kwandulin » February 18th, 2018, 2:37 pm

ForestDragon wrote:-I think the lightborn line seems a bit too ranged-attack-oriented. I would suggest the following changes to their stats:
lvl1: 7-2 melee, 4-4 ranged, maybe increase arcane resistance to 0%
lvl2: 10-2 melee, ranged is ok, maybe increase arcane resistance to 10%
lvl3 (Irr): 12-2 melee, maybe increase arcane resistance to 20%
Won't fix, because the Lightborn is the archer equivalent and the Deep Elves are already very melee oriented, at least on the lower levels. Adding level-dependend arcance restistance is too confusing, as they already got another level-dependent bonus.

IPS wrote:It's me or I don't find any add-on to test the newer deep elves? :/
I don't find any add-on named deep elves or any add-on with Kwandulin as author.

I'm playing at 1.12.6 versions.
The Deep Elves are only accessible from 1.13.x nowadays

v.1.52 (BfW 1.13.x only)
  • fixed the stardust ability description
  • fixed Seer's ranged attack animation
  • changed Seer's "Will of Shassagoth" attack to having the magical special and only receiving +1 damage per kill
  • fixed Baroness of the Night's rip special not showing up
  • improved Baroness of the Night's attack animation
  • improved attacks of the Corrupted. Nether grip is now weaker than her fairie touch, but it still amplifies further damage; either deal damage or make the enemy unit more susceptible to damage for this turn. Previously, there were no usecases, where fairie touch had been the prefered weapon choice.
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby ForestDragon » February 18th, 2018, 2:44 pm

Kwandulin wrote:Won't fix, because the Lightborn is the archer equivalent and the Deep Elves are already very melee oriented, at least on the lower levels.
ok, though in that case, the lightborn suffer the issue of the lvl2/lvl3's ranged attacks being too weak for an archer equivalent line. I would then recommend buffing Lidh's ranged from 6-4 to 7-4, and Irr's ranged from 8-4 to 8-5 or 10-4.
Kwandulin wrote:Adding level-dependend arcance restistance is too confusing, as they already got another level-dependent bonus.
resistances being higher for high-level units is fairly normal, even in mainline. If you'd prefer static arcane resistances, how about 10% for all levels for the lightborn line?
User avatar
ForestDragon
 
Posts: 1337
Joined: March 6th, 2014, 1:32 pm

Re: The Deep Elves

Postby Kwandulin » February 18th, 2018, 4:20 pm

ForestDragon wrote:
Kwandulin wrote:Won't fix, because the Lightborn is the archer equivalent and the Deep Elves are already very melee oriented, at least on the lower levels.
ok, though in that case, the lightborn suffer the issue of the lvl2/lvl3's ranged attacks being too weak for an archer equivalent line. I would then recommend buffing Lidh's ranged from 6-4 to 7-4, and Irr's ranged from 8-4 to 8-5 or 10-4.

I don't feel that they are weak right now, I'll keep them like that for now. They might have lower damage than the ordinary archer, but their stardust ability and arcance damage type makes up for it, imo.

ForestDragon wrote:
Kwandulin wrote:Adding level-dependend arcance restistance is too confusing, as they already got another level-dependent bonus.
resistances being higher for high-level units is fairly normal, even in mainline. If you'd prefer static arcane resistances, how about 10% for all levels for the lightborn line?

Yeah, that could be interesting. I thought about implementing the three subraces: Deep Elf (Bloodborn), Deep Elf (Lightborn), Deep Elf (Shadowborn); each with their own name prefix (still to do), their own abilities (already there) and maybe their own set of resistances. Having a sight arcane resistance buff to Lightborns might be interesting. Cold/Fire resistance for Shadowborns might work, and Bloodborns might receive a slight resistance buff against blade? Sounds good to me, at least, because the Deep Elves do not have favourable terrain. They should be all about managing their composition and placement of units, making use of their special abilities. I might try this out later.


I also plan to redo the portraits, make simplified/colour-blocking portraits with an equal level of detail. And more saturated colours. Colour scheme of the three subraces:
Attachments
subraces.png
User avatar
Kwandulin
Art Contributor
 
Posts: 302
Joined: March 30th, 2014, 7:35 am
Location: Germany

Re: The Deep Elves

Postby ForestDragon » February 18th, 2018, 4:29 pm

Kwandulin wrote:I don't feel that they are weak right now, I'll keep them like that for now. They might have lower damage than the ordinary archer, but their stardust ability and arcance damage type makes up for it, imo.
If they "might have lower damage than the ordinary archer", then the fact that Lightborn has 5-4 damage (equal to that of elvish archer's ranged), while Lidh has 6-4 ranged damage (below the damage normal for a lvl2's primary attack) kind of contradicts that. maybe nerf Lidhborn's ranged to 4-4 for consistency?
Kwandulin wrote:Yeah, that could be interesting. I thought about implementing the three subraces: Deep Elf (Bloodborn), Deep Elf (Lightborn), Deep Elf (Shadowborn); each with their own name prefix (still to do), their own abilities (already there) and maybe their own set of resistances. Having a sight arcane resistance buff to Lightborns might be interesting. Cold/Fire resistance for Shadowborns might work, and Bloodborns might receive a slight resistance buff against blade? Sounds good to me, at least, because the Deep Elves do not have favourable terrain. They should be all about managing their composition and placement of units, making use of their special abilities. I might try this out later.
well, you don't even need to make unique races for them (you can just put [resistance] tags inside the units, or give each subrace a custom movement type with unique resitances)
User avatar
ForestDragon
 
Posts: 1337
Joined: March 6th, 2014, 1:32 pm

Previous

Return to Faction & Era Development

Who is online

Users browsing this forum: No registered users and 5 guests