What is the deal with the Khalifate?
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What is the deal with the Khalifate?
I read the release notes on the new stable version of Wesnoth and apparently there is a new faction called the Khalifate. The faction lacks magic users and instead specializes in terrain features. On the face it sounds like the Knargan alliance, but the difference is that they have lawful and liminal units instead of neutral and chaotic units.
Taking all of this into account, how do you beat the Khalifate? Does it require the Reptilian overloads of Drake faction to stab all of the mounted units? Even then, what is a good time to attack a liminal unit. Are they just like a better neutral unit or are they weak for four turns of day or is their boost just very mild. This thread from a few years ago http://forums.wesnoth.org/viewtopic.php?f=7&t=31832 says that they get a mild boost of 25% doing twilight. I am guessing that is still true.
I guess I would have to build the new stable version of the game to figure out what us up with the Khalifate.
Taking all of this into account, how do you beat the Khalifate? Does it require the Reptilian overloads of Drake faction to stab all of the mounted units? Even then, what is a good time to attack a liminal unit. Are they just like a better neutral unit or are they weak for four turns of day or is their boost just very mild. This thread from a few years ago http://forums.wesnoth.org/viewtopic.php?f=7&t=31832 says that they get a mild boost of 25% doing twilight. I am guessing that is still true.
I guess I would have to build the new stable version of the game to figure out what us up with the Khalifate.
Re: What is the deal with the Khalifate?
I'm not sure what kind of answer you're looking for.
The Khalifate are based around a mobile mixed fighter that is rather terrain dependent and gains a bonus during dawn/dusk. These are supported by a variety of specialists some of whom share the liminal alignment and others are lawful. In general the khalifate fight well in hills and poorly in the woods. They also tend to be resistant to blade and weak to impact.
The Khalifate are based around a mobile mixed fighter that is rather terrain dependent and gains a bonus during dawn/dusk. These are supported by a variety of specialists some of whom share the liminal alignment and others are lawful. In general the khalifate fight well in hills and poorly in the woods. They also tend to be resistant to blade and weak to impact.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: What is the deal with the Khalifate?
Well, an important distinction when looking at their attack stats is that liminal doesn't give a bonus at dawn/dusk, it gives a malus at all other times:
help wrote:Liminal units get −25% damage during both night and daytime.
Re: What is the deal with the Khalifate?
I have another question in regards to Khalifate (and I figure this thread's title is entirely appropriate). They are included in the most recent update, but weren't they available before now through an add-on? Are Khalifate considered "default" now? Is the plan to have them completely assimilated into mainline content, or are they relegated to being just a fun multiplayer diversion? And finally (stick with me here), what makes Khalifate different from the myriad of other add-on factions that have been balanced against default factions throughout the years?
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Re: What is the deal with the Khalifate?
Since Khalifate is default faction now, will there be some sort of "How to play" guide? What are khalifa's counters to each faction?
Re: What is the deal with the Khalifate?
Yes, much like most mainline campaigns.Greyr wrote:They are included in the most recent update, but weren't they available before now through an add-on?
There are plans to include a new Khalifate campaign conforming to mainline standards as soon as one such exists, just like there have been similar plans for Drakes for years. And just like Drakes, having Khalifate in mainline (with or without a campaign of their own) does not mean they are going to crop up in random places without a good reason.Greyr wrote:Are Khalifate considered "default" now? Is the plan to have them completely assimilated into mainline content, or are they relegated to being just a fun multiplayer diversion?
As for Khalifate’s balance status, their stats are obviously subject to change in future development versions based on player feedback, more so than other Default era units. This is also why the maintainers opted to provide a separate “Default + Khalifate” era option rather than include them in Default for this series.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: What is the deal with the Khalifate?
Here is the Khalifate Development thread. http://forums.wesnoth.org/viewtopic.php?f=19&t=33782 If you like me and havent upgraded to the newest version of wesnoth because you didn't feel like building and packaging it yet, you can install it as an addon.
Re: What is the deal with the Khalifate?
@shodowm
Ah, okay. Those answered my questions, I was a bit confused about the "official" standing of the Khalifate. Thanks! (Also I totally forgot that drakes didn't have a mainline campaign )
Ah, okay. Those answered my questions, I was a bit confused about the "official" standing of the Khalifate. Thanks! (Also I totally forgot that drakes didn't have a mainline campaign )
If you are offended by something I've posted, just PM me. It probably wasn't intentional.