szopen wrote:In fact this is result of last-minut corrections to made "normal" and "hard" leevls a bit harder.
I played on normal and got Reme Carre-something killed. The number of enemies makes it quite hard to protect your units, and advance towards the enemy keep. The map is a bit plain, maybe there could be more different pathways to follow, or various positions on the map where you can meet the enemy. That could be interesting with the surprise appearance of the assassin, too, because if you wait somewhere closer to the map he might reach you faster (I found the assassin interesting but the Heavy Infantry quickly dispatched him with a few lucky hits).
Ranged is out of question. I guess I will try more variations with movement, resistance and alignment.
Well I guess neutral is okay if you're mostly battling lawfuls. I really, really think you need to rework the unit stats. I think going down from 60% to 50%, or even better, 40% on grassland is necessary. More on that further on.
I don't think you have a rounded-out concept for the unit stats for the Akladians yet. Let's look at Akladian Warrior, Akladian Heavy Infantry, Akladian chieftain:
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Warrior Hvy. Infantry Chieftain
(lvl 1) (lvl 2) (lvl 2)
36 hp 62 hp 36 hp
5 moves 4 moves 6 moves
8-3 pierce 16-2 blade 7-3 blade
10% blade 10% blade 10% blade
-10% cold -10% cold -10% cold
0% fire 0% fire 0% fire
0% holy 0% holy 0% holy
20% impact 10% impact 10% impact
10% pierce 10% pierce 10% pierce
Grass 60% 1 ...same... ...same...
Forest 40% 3
Hills 60% 2
Mount. 70% 3
Here's the problems I see immediately:
1. the chieftain at level 2 is WORSE than the level 1 unit it upgrades from
2. the Heavy Infantry doesn't make sense
3. the warrior (and the whole Akladian line) is a wholly unremarkable unit
The first should be immediately obvious.
The unit I understood least was the "Heavy Infantry". The graphics seem to indicate a heavily armoured guy with a short blade, and the armour is reflected in the slow move (move 4?). But he still has 60% defense on grassland! How come? Also his blade damage of 16-2 would indicate a sort of greatsword, slow but damaging, not the little shortsword I see.
The HI is probably supposed to have more armour, as is reflected in higher hp and lower move, but still can dodge and move in the same way (same defense) and has lower resistances than it's level 1 counterpart!! Is it armoured now, or is it not? Overall I don't find the concept of Heavy Infantry to fit with the Akladian idea...
The third is this: the Akladians' big (?) advantage is their high defense in open terrain. This makes playing them rather unintuitive, seeing that they are so much worse in forest (40% move 3 compared to 60% move 1). Why are they so slow in forest? For all other foot units, defense in forest is as good as grasslands, for the most part even better. Your units break that logic.
And if it is because 'they need a lot of space to dodge', then why do they defend so well in mountains (70%) if they are just as slow there (3 moves)? Doesn't make much sense.
If they are so fast in dodging, why do they have such a hard time moving through forest at all (move 3 is really terrible - walking corpses can outrun them
This doesn't look like a barbarian faction at all. And what is worse, relying on high defense makes playing them a game of chance. Against many opponents, even weak ones (such as in the first scenario), the warriors fare badly.
To give them a unique but playable feeling, I'd recommend the following changes - although these are not tried and tested but what comes to my mind now:
- give them more and slightly weaker attacks, which fits with the theme that they are agile warriors (and more likely to hit and damage their enemies!)
- change their defense to 40% grassland and 50% in forest, hills and mountains (really really)
- give them good resistances and low hp instead
- move cost of 2 in forests
The effect will be that they come more in line with other foot units concerning their movement and defense, but will be more likely to wear other units out by having higher chances to damage on attack and resisting stronger attacks better.
I'd be thinking about a Warrior such as:
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Give them different upgrades:
- one with 34 hp, first strike and 6-5 attack
- one with 38 hp, 11-3 blade and 30% to blade/impact and 40% pierce
EDIT: I think that having a level 4 recruitable elite unit breaks with the rest of Wesnoth and should be seriously avoided.
...references to an entity named "god"...
Of course it is. Are there not gods in fantasy worlds? ...
However, it is not "our" God.
In the story, it often says "God" and "Thank God" (which is the same spelling as the bible), which should then be written as "our god", or "the deity".
Besides, I think it's funny that you say that in Wesnoth there are no gods but the Akladians burn down all their temples
. Maybe the story dialog should say that the Wesnothians worshipped their book lore, science, and magic, and were misguided in that way, rather that they had temples everywhere...
Overall, I don't really like that the Akladians seem to be fascism introduced into the world of Wesnoth