Lovecraft's Deep Ones (New here)

Make art for user-made content.

Moderators: Forum Moderators, Developers

Forum rules
Before posting critique in this forum, you must read the following thread:

Deepones Era is broken on GNU-Linux

Postby Can-ned_Food » December 21st, 2016, 12:31 am

Macro/file '~add-ons/Deepones_Era/utils/Deepones_side_Default.cfg' is missing
at ~add-ons/Deepones_Era/utils/Deepones_Era.cfg:7
included from ~add-ons/Deepones_Era/_main.cfg:7


the filename is:
Code: Select all
Deepones_side_default.cfg
There could be other differences with letter case which would not be noticed under case-careless OSes.

Hurry and repair this so we can play it together.
Can-ned_Food
 
Posts: 60
Joined: December 17th, 2015, 10:27 pm

Re: Lovecraft's Deep Ones (New here)

Postby nuorc » December 21st, 2016, 1:30 am

I just stumbled in here, might as well leave a few comments. :)

Wussel wrote:Maybe "Lovecraft" is not open source? That might be why we are not having Tolkiens orcs but Wesnothian orcs.
Has anyone looked into that? Would some names have to be changed?

Wussel wrote:About the sprite: I have issues with the square on the back
Me too. I don't know what that could be.

If all Deep Ones come from humans mating with fish I don't understand the names 'Hybrid' and 'Half-Breed'.

Good work so far! :D
I have a cunning plan.
User avatar
nuorc
Forum Regular
 
Posts: 569
Joined: September 3rd, 2009, 2:25 pm
Location: Barag Gor

Re: Lovecraft's Deep Ones (New here)

Postby Can-ned_Food » December 21st, 2016, 2:58 am

nuorc wrote:I just stumbled in here, might as well leave a few comments. :)

Wussel wrote:Maybe "Lovecraft" is not open source? That might be why we are not having Tolkiens orcs but Wesnothian orcs.
Has anyone looked into that? Would some names have to be changed?


Depends on whether you are refering to the broader Lovecraft Mythos, which is not itself protected by copyright, or any of the more specific works which probably are. AFAIK Lovecraft's estate is not public domain yet, so far as pompous Legislatures declare, but nobody owns the right to renew. You might want to research Wizards Of The Coast and their Call of Cthulhu brand.
There are, of course, various protections for parody; and, IIFC, you can usually protect yourself by including a prominent disclaimer of any authority regarding the copyright and to who actually owns it. It looks like https://www.fanfiction.net/topic/2872/103397348/The-Disclaimer mucks around with the question but doesn't supply and definitive answers. Probably http://writers.stackexchange.com or the like would have something useful.

nuorc wrote:If all Deep Ones come from humans mating with fish I don't understand the names 'Hybrid' and 'Half-Breed'.


You should read The Shadow Over Innsmouth. That explains some of it.
Can-ned_Food
 
Posts: 60
Joined: December 17th, 2015, 10:27 pm

Re: Deepones Era is broken on GNU-Linux

Postby The_Gnat » December 21st, 2016, 3:24 am

Can-ned_Food wrote:
Macro/file '~add-ons/Deepones_Era/utils/Deepones_side_Default.cfg' is missing
at ~add-ons/Deepones_Era/utils/Deepones_Era.cfg:7
included from ~add-ons/Deepones_Era/_main.cfg:7


the filename is:
Code: Select all
Deepones_side_default.cfg
There could be other differences with letter case which would not be noticed under case-careless OSes.

Hurry and repair this so we can play it together.


That's odd, i will have a look at it and fix it!

What version of wesnoth and OS are you using?
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 21st, 2016, 8:40 pm

nuorc wrote:If all Deep Ones come from humans mating with fish I don't understand the names 'Hybrid' and 'Half-Breed'.


That was just me not being able to think up better names :mrgreen: Basically the creature becomes more a Deep One as it advances, so it starts out as a human but as it grows older it becomes a deep one. That is why the name "hybrid" - because at level 1 the human has not fully become a deep one and is still a hybrid.

As for the Half-Breed i imagined it was a creature that never fully would become a deep one but would always be part human because of some mutation (the troubles of breeding different races together :P ) The main reason for this is because otherwise the Deep Ones have a large disadvantage being entirely water dwelling creatures. This then would give them a unit that would be a decent land unit. (i personally believe it is necessary for balance)
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 22nd, 2016, 1:12 am

Hello, i have fixed the problem with the default era file and have also added many new units for the deepones era!

So Version 0.2 The Deepones Era has now been released! It is now a full faction with 13 new units. As stopsignal completes more sprites they will be updated.

For any other Lovecraft lovers and Wesnoth players out their if you have suggestions for new unit lines or balance changes they would be much appreciated!

(NOTE: the Deepones Faction has a big disadvantage on mostly-land maps)
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby nuorc » December 22nd, 2016, 1:54 pm

The_Gnat wrote:(NOTE: the Deepones Faction has a big disadvantage on mostly-land maps)
Admittedly I haven't read anything by Lovecraft yet. :oops:

So I don't know what kind of unit would be fitting for this faction, but I thought they might even be getting a flying unit? Something like a ghost, LotI's monstrosity or a Byakhee (probably not really flying) from the bestiary Wussel linked earlier.

Spoiler:


Edit: Some notes from my first look at the faction:
- I'm not really happy with the descriptions, for example the 'Hunter' is mentioned in everyone except the Dweller's (?)
- In help/units/Deep Ones only four units are listed though there are more
- The description for the Half-Breed mentions poison though it doesn't have it
- Clicking on help/units/Deep Ones/Shoggoth Savage gives me a parsing error 'corrupted original file'
- I don't understand 'The effects of poison will not be ... prolonged' in the description for 'water regenerates'
- tbc
I have a cunning plan.
User avatar
nuorc
Forum Regular
 
Posts: 569
Joined: September 3rd, 2009, 2:25 pm
Location: Barag Gor

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 22nd, 2016, 7:19 pm

I have been testing the deep ones era and have found many imbalances and though i want to keep it in line with lovecraft i believe it is more important to make it playable. Here are some ideas i have that will modify it and make it more balanced versus land based factions:

1. Increase movement of the water deep ones by removing the option of a "slow" trait
2. Add more units that are strong on land
3. Add a healer unit for the faction

Here is what i am planning on changing the recruit list to:

-Deep One Hybrid (water) - specialist water unit - No Change
-Deep One Cultist (water) - ranged unit - Increased movement to 5
-Deep One Half-Breed (land/water) - mixed fighter - better land movement
-Deep One Charmer (land/water) - healer - NEW UNIT - low attacks but healing ability

-Shoggoth Savage (land/water) - bruiser - Reduced movement so it is no longer a scout, increased hitpoint

-Naga Fighter (water) - fighter - No change
-Naga Tracker (water) - scout/range - NEW UNIT - High ranged attack, high movement, low melee, low hp


@ Stopsignal: This does not mean you have to create thousands more images, i am using unique pictures of naga currently for all the units that do not have deep one sprites. But i believe this is good because it allows this faction to be actually played which is the most important thing! :D

EDIT: Feedback on this new change idea would be great, if anyone has suggestions or ideas they would be appreciated.
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 26th, 2016, 12:06 am

Since no one had any other ideas i modified the era as i had posted previously. I believe it is now more balanced but download it and see for yourselves! :D
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby nuorc » December 26th, 2016, 2:00 am

I had a quick look at the update, here are some notes.

Deep One Half-Breed is listed as its own race (Deep Half-Breeds); the description still mentions poison while it has none (I know, descriptions will be worked on later).

No Naga Trackers available for recruiting (I had hoped for their ranged capability).

The description for the Deep One Charmer say as special note that the unit is capable of 'rapid healing', while it has the regular +8. The 'magic ripple' is false advertising as it isn't magical.

I'm not sure how I can counter Drakes or undead with this faction. Maybe I didn't play them well, but overall they still felt under-powered; hopefully one of the people here in the forum who are better at comparing units/factions will do a more profound analysis of their capabilities. ;)
I have a cunning plan.
User avatar
nuorc
Forum Regular
 
Posts: 569
Joined: September 3rd, 2009, 2:25 pm
Location: Barag Gor

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 26th, 2016, 3:14 am

nuorc wrote:Deep One Half-Breed is listed as its own race (Deep Half-Breeds); the description still mentions poison while it has none (I know, descriptions will be worked on later).


Ok i have changed it so it doesn't anymore!

nuorc wrote:No Naga Trackers available for recruiting (I had hoped for their ranged capability).


:doh: Sorry... I included it in the mod but didn't allow it to be included that has been fixed now!

nuorc wrote:The description for the Deep One Charmer say as special note that the unit is capable of 'rapid healing', while it has the regular +8. The 'magic ripple' is false advertising as it isn't magical.


I have fixed the magic ripple to now say arcane ripple. As for the "rapid healing" that is the text for the heals +8 ability in the mainline game for some reason?? ;)

nuorc wrote:I'm not sure how I can counter Drakes or undead with this faction. Maybe I didn't play them well, but overall they still felt under-powered; hopefully one of the people here in the forum who are better at comparing units/factions will do a more profound analysis of their capabilities. ;)


I have added a fire attack for the Naga Bow Master and made the Warrior>Ravager hit impact and the Shoggoth's hit impact also that should help with the undead and i think the cold attacks for the Hybrid>Hunter>Cthulhu and the Cultist>Caster>Eternal will be good against the drakes but someone needs to test ;)

Also as you might have noticed i have changed the picture of the Cultist to now be the Caster, it is a little confusing but i think it is better now :D

(and i fixed some problems with animations)
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby nuorc » December 26th, 2016, 5:37 am

Had another look at them. Felt much better now, though they still died pretty easily on me. ^^

So far random leaders always turned out to be Deep Ones Warriors for me, but I saw that you can choose others too; one slot in the leaders list is '?'.

The Warriors still turn invisible sometimes when attacked.

The_Gnat wrote:As for the "rapid healing" that is the text for the heals +8 ability in the mainline game for some reason?? ;)
I don't think I ever saw that phrase before, and neither Elvish Druid, Mage of Light nor Saurian Soothsayer have it.

Somehow the Naga Tracker is always pre-selected when I recruit. The description says they're resistant against poison while they take regular damage from it? And the portrait isn't that of a ranged unit.

I think it'd be great if the Shoggoth Savages get a 'tonk' instead of a rip for their attack, but maybe that comes with their proper sprites.

The Charmers need a lot of XP to level up, and they only do minuscule damage; but as mentioned before, I hope someone has a good look at the stats anyway.

hth :)
Last edited by nuorc on December 26th, 2016, 2:09 pm, edited 1 time in total.
I have a cunning plan.
User avatar
nuorc
Forum Regular
 
Posts: 569
Joined: September 3rd, 2009, 2:25 pm
Location: Barag Gor

Re: Lovecraft's Deep Ones (New here)

Postby The_Gnat » December 26th, 2016, 6:32 am

nuorc wrote:So far random leaders always turned out to be Deep Ones Warriors for me, but I saw that you can choose others too; one slot in the leaders list is '?'.


Thank you for responding! The ? means a unit is not loading (a typo in the id of one unit)

nuorc wrote:The Warriors still turn invisible sometimes when attacked.


Fixed that.

nuorc wrote:I don't think I ever saw that phrase before, and neither Elvish Druid, Mage of Light nor Saurian Soothsayer have it.


Yeah true, now looking at it i have never seen a mainline unit with only heals +8 and not unpoison or cures. If the unit has unpoison or cures it modifies the description to say something else.

nuorc wrote:Somehow the Naga Tracker is always pre-selected when I recruit.


I have no idea about this one, but if you find it out that would be great!!

nuorc wrote:The description says they're resistant against poison while they take regular damage from it? And the portrait isn't that of a ranged unit.


As for portraits, i choose a better looking portrait without a bow over a more cartoon like portrait. As for resistance to poison, there is no damage type 'poison' (like blade,pierce,impact,arcane,cold,fire) so it would take much extra code to make it resistant to poison. However i have changed it so that the Tracker & Bow Master cannot be poisoned.

nuorc wrote:I think it'd be great if the Shoggoth Savages get a 'tonk' instead of a rip for their attack, but maybe that comes with their proper sprites.


Yeah, hopefully we will get some more sprites soon! :D

nuorc wrote:The Charmers need a lot of XP to level up, and they only do minuscule damage; but as mentioned before, I hope someone has a good look at the stats anyway.


I have decreased the charmer's xp needed but very few level 1 units have heals +8 so that must be considered also.

Thank you very much for all your suggestions!!! :D
User avatar
The_Gnat
 
Posts: 1096
Joined: October 10th, 2016, 3:06 am

Re: Lovecraft's Deep Ones (New here)

Postby Wussel » December 26th, 2016, 1:17 pm

There is a bow naga in the first of the 2 zip files I posted in the UTBS art thread. Check it out.
Wussel
 
Posts: 473
Joined: July 28th, 2012, 5:58 am

Re: Lovecraft's Deep Ones (New here)

Postby nuorc » December 26th, 2016, 2:08 pm

The_Gnat wrote:Yeah true, now looking at it i have never seen a mainline unit with only heals +8 and not unpoison or cures. If the unit has unpoison or cures it modifies the description to say something else.
Interesting. I just looked at the Hakim and they actually have that 'rapid healing' in their description.

The_Gnat wrote:I have decreased the charmer's xp needed but very few level 1 units have heals +8 so that must be considered also.
True; I compared it with the Hakim and the required XP weren't that much off. But the Hakim do more damage and also get regeneration, so I guess the decreased XP will be ok for the Charmer.

The_Gnat wrote:
nuorc wrote:Somehow the Naga Tracker is always pre-selected when I recruit.
I have no idea about this one, but if you find it out that would be great!!
:lol: Sorry dude, no dice! I wouldn't even know what file to look in, let alone identify what line could be responsible for that.
I have a cunning plan.
User avatar
nuorc
Forum Regular
 
Posts: 569
Joined: September 3rd, 2009, 2:25 pm
Location: Barag Gor

PreviousNext

Return to Art Workshop

Who is online

Users browsing this forum: No registered users and 4 guests