Question about feet
Moderator: Forum Moderators
Question about feet
Reading here I see references to small foot and elusive foot and stuff like that. I did a search and found where it refers to the animation of walking - but in discussions it seems to have more significance than that. Are there certain traits, abilities etc associated with footness, and if so where I can I find this? I can't find it in the Wilk or manual.
Ah, is the Yeti in version 1.0.2 a big foot?
Ah, is the Yeti in version 1.0.2 a big foot?
They aren't gameplay terms actually, even though some people use them as such. They are simply the common "sets" of movement and defense values that the game uses internally for units (all units could have unique defense/movement values for terrains, but most units belong to some general set).
For example, elusivefoot refers to the similar movement/defense value "set" shared by thieves, fencers, footpads and orcish assassins (there are others too, but you get the idea). Likewise, smallfoot refers to most human foot units - spearmen, archers, magi, etc. If you look at the elusivefoot units in-game, for example, you'll notice that they all have 70% defense in villages, forests, mountains and such, 60% defense on grassland, and so on, whereas smallfoot units for example have 40% defense on grassland, 60% defense on castles, etc. The "foot" terms simply refer to these categories.
People really shouldn't IMO use these terms in common gameplay discussion, since you can't see them in-game anywhere.
For example, elusivefoot refers to the similar movement/defense value "set" shared by thieves, fencers, footpads and orcish assassins (there are others too, but you get the idea). Likewise, smallfoot refers to most human foot units - spearmen, archers, magi, etc. If you look at the elusivefoot units in-game, for example, you'll notice that they all have 70% defense in villages, forests, mountains and such, 60% defense on grassland, and so on, whereas smallfoot units for example have 40% defense on grassland, 60% defense on castles, etc. The "foot" terms simply refer to these categories.
People really shouldn't IMO use these terms in common gameplay discussion, since you can't see them in-game anywhere.
Last edited by zookeeper on August 23rd, 2006, 1:04 pm, edited 1 time in total.
smallfoot and elusivefoot are movetypes.
movetypes determine a unit's defense on terrain and resistancies to damage types.
I bolded to show game terms, not to shout or anything.
-edit after zookeeper-
movetypes determine a unit's defense on terrain and resistancies to damage types.
I bolded to show game terms, not to shout or anything.
-edit after zookeeper-
I think they can be seen in the unit description, but I'm not 100% on that thought.zookeeper wrote:People really shouldn't IMO use these terms in common gameplay discussion, since you can't see them in-game anywhere.
-
- Posts: 984
- Joined: February 21st, 2006, 11:02 pm
- Location: 0x466C616D65
Smallfoots usually have moderate defense on terrain and do well in villages or castles, having better defense on forest or hills but moving slower there. They have 0% resist to all damages except holy.
Elusivefoots have very high defense on all terrains, and move fast over rough terrain, but they have really bad resistances, like -30% to Blade. Example: Fencer.
Armoredfoots are the opposite of Elusivefoot: Bad defense, great resistance. Example: Heavy Infantry.
There's lots of others, too, like mounted (weak to pierce, strong to blade, can't go in mountains), swimmer (Mermen and nagas, needs no explanation), largefoot (trolls etc, bad defense and good resist, kinda like armoredfoot but better underground), and a whole bunch of others.
Elusivefoots have very high defense on all terrains, and move fast over rough terrain, but they have really bad resistances, like -30% to Blade. Example: Fencer.
Armoredfoots are the opposite of Elusivefoot: Bad defense, great resistance. Example: Heavy Infantry.
There's lots of others, too, like mounted (weak to pierce, strong to blade, can't go in mountains), swimmer (Mermen and nagas, needs no explanation), largefoot (trolls etc, bad defense and good resist, kinda like armoredfoot but better underground), and a whole bunch of others.
-
- Posts: 984
- Joined: February 21st, 2006, 11:02 pm
- Location: 0x466C616D65
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
We should definitely make the Yeti's resistances into a whole seperate move type, if only to stick in the term "bigfoot". Nice idea podunk!
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Those are used in pit fights by the Northeners, who can't accept unable orcpower. Wesnoth, being your common fantasy realm in which the Elves look like euromodels and the men walk in armour that costs more than a house, just doesn't have flatfoots.Jetryl wrote: Ah, wherefore art thine flatfoot?
Also, magic. Ninja magic.
*quietly backs away*
Cuyo Quiz,where madness meets me
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Sense is not made by things, but can be made of them by appropriate processes.
And now ...
Code: Select all
woodlandfloat undeadfoot naga
---------
cavewall 99 99 99
canyon 99 99 99
mountains 2 3 5
hills 1 2 3
tundra 1 2 2
forest 1 2 3
fungus 2 2 2
cave 2 2 2
castle 1 1 2
village 1 1 1
grassland 1 1 2
sand 1 2 1
swamp 1 2 1
shallow_water 1 2 1
deep_water 2 3 1
finite, infinite, definite