Halflings
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- mystic x the unknown
- Posts: 88
- Joined: October 15th, 2005, 3:46 pm
Halflings
Most of you probably know halflings. They are smaller relatives of humans, with some peculiar features. They tend to be conservative, friendly and peaceful, less goal-driven or adventurous.
And so here comes a halfling faction. You knew it was inevitable.
This factions is meant to have on average weaker units, which still manage to deal enough damage by slipping by, and surrounding their opponents. They are further helped by an array of support units. They are lawful.
To go into more detail, most units have a movetype with thief-like resistances (they have no armor), movement and defense based on basic human movetype, with defense increased by +10% everywhere and by +20% in hills and with 1mp cost in hills. Most units have 5 moves.(they aren't slowed down by armor)
recruits:
level 0
HP:21
melee:4-3 pierce
ranged:5-1 pierce
cost:8
XP:28
level 1
HP:34
melee:9-2 pierce
cost:16
7 moves
XP:40
level 0
HP:18
melee:3-1 blade
ranged:3-4 impact, marksman
cost:9
skirmisher
XP:34
level 0
HP:26
melee:3-1 impact
ranged:7-1 fire
ranged:2-2 fire, stun
cost:12
distract, heals+4
XP:34
level 1
neutral
HP:30
melee:5-4 blade
cost:19
8 moves, fly (60% on mountains)
XP:40
level 0
HP:28
melee:2-3 impact, slows
cost:13
XP:23
level 1
HP:33
melee:8-2 pierce, firststrike
cost:14
4 moves, halfling armoredfoot
steadfast, resistances: blade, impact, pierce:20% fire:-20%
XP:40
level 1
HP:32
melee:6-3 blade
cost:15
6 moves
leadership
XP:38
unit tree: (naming is not final)
The faction was designed by Velensk, with me influencing some things and adding the level-ups.
What's missing: higher than lowest-level unit descriptions, animations, thorough testing/balancing.
Distribution:
This faction is available in the the Grafted Era
We've been working on this first as a separate default+halflings era, then only as a part of Grafted Era. I kept the stand-alone version here for over a year, then removed it as it was outdated.
EDIT: updated the stats/ graphics
And so here comes a halfling faction. You knew it was inevitable.
This factions is meant to have on average weaker units, which still manage to deal enough damage by slipping by, and surrounding their opponents. They are further helped by an array of support units. They are lawful.
To go into more detail, most units have a movetype with thief-like resistances (they have no armor), movement and defense based on basic human movetype, with defense increased by +10% everywhere and by +20% in hills and with 1mp cost in hills. Most units have 5 moves.(they aren't slowed down by armor)
recruits:
Militia
level 0
HP:21
melee:4-3 pierce
ranged:5-1 pierce
cost:8
XP:28
Pony
level 1
HP:34
melee:9-2 pierce
cost:16
7 moves
XP:40
Slinger
level 0
HP:18
melee:3-1 blade
ranged:3-4 impact, marksman
cost:9
skirmisher
XP:34
Alchemist
level 0
HP:26
melee:3-1 impact
ranged:7-1 fire
ranged:2-2 fire, stun
cost:12
distract, heals+4
XP:34
Eagle
level 1
neutral
HP:30
melee:5-4 blade
cost:19
8 moves, fly (60% on mountains)
XP:40
Net
level 0
HP:28
melee:2-3 impact, slows
cost:13
XP:23
Armor
level 1
HP:33
melee:8-2 pierce, firststrike
cost:14
4 moves, halfling armoredfoot
steadfast, resistances: blade, impact, pierce:20% fire:-20%
XP:40
Reeve
level 1
HP:32
melee:6-3 blade
cost:15
6 moves
leadership
XP:38
Descriptions :
Code: Select all
L0 L1 L2 L3
Militia --> Expeller --> Stouthearted
Armor -----> Barrier
Pony ------> Cavalry
\-----> Charger
Slinger --> Slingster -> Sharpshooter
\-> Stalker ---> Slayer
Eagle -----> Soaring Eagle --------> Majestic Eagle
Net ------> Catcher ---> Stopper
Reeve -----> Thane ---------------> General
Alchemist --> Expert_Alchemist --> Magician ---> Great_Magician
Stats :
What's missing: higher than lowest-level unit descriptions, animations, thorough testing/balancing.
Distribution:
This faction is available in the the Grafted Era
We've been working on this first as a separate default+halflings era, then only as a part of Grafted Era. I kept the stand-alone version here for over a year, then removed it as it was outdated.
EDIT: updated the stats/ graphics
Last edited by mystic x the unknown on May 3rd, 2011, 1:05 pm, edited 1 time in total.
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- Posts: 637
- Joined: December 20th, 2009, 5:59 pm
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Re: Halflings
Just two questions:
1. cures+8 is meant to be heal+8 and cure?
2. what's distract?
1. cures+8 is meant to be heal+8 and cure?
2. what's distract?
- mystic x the unknown
- Posts: 88
- Joined: October 15th, 2005, 3:46 pm
Re: Halflings
of course it's heal+8 and curecures+8 is meant to be heal+8 and cure?
it's an ability that allows allied units to ignore enemy ZOC.what's distract?
the current ability is taken from tRoW's Wesfolk Outcast:
It works by making all adjacent units into skirmishers as long as they remain adjacent. It doesn't affect itself and other units with distract. It might soon be replaced with a bit differently working distract ability.Wesfolk Outcast wrote:"Distract:
This unit negates enemy Zones of Control around itself for allied units (but not for itself)."
you are not gonna make it
- thespaceinvader
- Retired Art Director
- Posts: 8414
- Joined: August 25th, 2007, 10:12 am
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Re: Halflings
Whatever else happens:
The halfling armour is awesome
The halfling armour is awesome
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Re: Halflings
I suggest you to include Ents, Treemen, or Woses (the name you fancy) in the faction.
In Lord of the Rings the Ents and in Blood Bowl the Treemen have always been good Halflings' allies.
In Lord of the Rings the Ents and in Blood Bowl the Treemen have always been good Halflings' allies.
Favourite Eras: Ageless Era; Eastern Europe at War.
Favourite MP Map: Creep War.
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Re: Halflings
The halfling gameplay does not want, need, or ask for treemen.
In the LotR the ents have very limited contact with the halflings (Treebeard wasn't even certain they wern't orcs when he first saw them). They did help the halflings but then so did most people in the world who were opposed to Sauron.
We most certainly are not going to start borrowing Blood Bowl lore.
In the LotR the ents have very limited contact with the halflings (Treebeard wasn't even certain they wern't orcs when he first saw them). They did help the halflings but then so did most people in the world who were opposed to Sauron.
We most certainly are not going to start borrowing Blood Bowl lore.
"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: Halflings
It is believed the female ent, favoring fields and stuff, would have been interested in the halfling territory, though. Maybe a different kind of wose could match the faction? Like an apple throwing wose or something?
Btw, I don't know if you did include it, but your halfling ought to have the dextrous trait.
Also, I could be nice to try to balance this with mainline in hope of someday including it. It would fit the Wesnoth world, I think. But I'm not sure this can be achieved with mostly recruitable lv0s and barely any lv3s. Any thoughts on this?
Btw, I don't know if you did include it, but your halfling ought to have the dextrous trait.
Also, I could be nice to try to balance this with mainline in hope of someday including it. It would fit the Wesnoth world, I think. But I'm not sure this can be achieved with mostly recruitable lv0s and barely any lv3s. Any thoughts on this?
Jazz is not dead, it just smells funny - Frank Zappa
Current projects: Internet meme Era, The Settlers of Wesnoth
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Re: Halflings
So sad because LotR and Blood Bowl lores are far greater than Wesnoth, and Treemen would be useful to vary a bit the Halfling faction.Velensk wrote:The halfling gameplay does not want, need, or ask for treemen.
In the LotR the ents have very limited contact with the halflings (Treebeard wasn't even certain they wern't orcs when he first saw them). They did help the halflings but then so did most people in the world who were opposed to Sauron.
We most certainly are not going to start borrowing Blood Bowl lore.
You have anyway all rights to think wrong.
Favourite Eras: Ageless Era; Eastern Europe at War.
Favourite MP Map: Creep War.
Favourite MP Map: Creep War.
Re: Halflings
These halflings have an afinity with hills, not trees. It seems to me some kind of troll would be a more likely ally than some kind of wose, but the entire concept of a brute would be out of character for the faction. They don't even need one: they have slingers to provide impact damage and the armors provide solid defense.
So far it looks o.k., but be careful with balance. Don't let what happened with the devilings happened to the halflings.
So far it looks o.k., but be careful with balance. Don't let what happened with the devilings happened to the halflings.
Re: Halflings
Frequently in others game, Halflings are asociated with the centaurs and some with some fairies too (only an sugestion)
In a older game, I dont remmind the name of this, I saw a unit named "eagle rider" its an halfling riding an eagle, obviusly its a mele unit. Its strange to thorow a thing in the air mounted in an eagle
An Halfling with a torch should be a nice idea to help in the balancing of the armored, 7-1 fire for the alchemist like hard to kill these armored guys.
This can be the stats of him:
Halfing torchman
mele: 4-3 fire
HP: 19 or 20
cost: 7
XP: 26
In a older game, I dont remmind the name of this, I saw a unit named "eagle rider" its an halfling riding an eagle, obviusly its a mele unit. Its strange to thorow a thing in the air mounted in an eagle
An Halfling with a torch should be a nice idea to help in the balancing of the armored, 7-1 fire for the alchemist like hard to kill these armored guys.
This can be the stats of him:
Halfing torchman
mele: 4-3 fire
HP: 19 or 20
cost: 7
XP: 26
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Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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Re: Halflings
If by armored you mean heavy infantry, halflings don't need help with those. A combination of ensnarers and slingers lead by reeve bring them down.
"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."
- PeterPorty
- Translator
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Re: Halflings
Good, good.... I like them, as I told you, I think the sprites are a little "childish", don't know how to explain it, but... well... I like them, they are fun to play, just a little hard if you don't know how to.
"The real world is for people who can't imagine anything better."
Re: Halflings
To address the issue of treemen/woses/ents, even though this faction is not my brain-child in any way whatsoever:
The name 'Wose' was actually used by tolkein for a forest-dwelling tribe of people, whose statues are seen in gondor (or maybe it was the paths of the dead, it's been far too long since i read the books) and called the pûkel-men. Therefore, if the attempt is to follow tolkein, i would suggest against including anything of the sort anyway, but certainly do not call them woses. I agree that it completely counteracts the feel of the faction to have a brute-type warrior.
This faction brings to mind the Freeing of the Shire, in Return of the King, whether or not that was the intention, and so i shall comment on the faction from that viewpoint. In this faction, i see a focus on melee, with only the slinger, alchemist, and militia having any sort of ranged attack, and the militia and alchemist barely having that at all, leaving a single ranged-centered unit. This surprises me, as the Halflings preferred ranged weapons, mainly using slings and bows, and pitchforks and axes were their main melee weapons. I understand the need for more melee factions, and a more warlike orientation than the peaceful shire, as this is meant to be used in BfW, which is undoubtedly a war-oriented game.
Also, this faction is fully half level ones, with four recruitable level ones, and four recruitable level zeros. While this is inarguably more than any mainline faction, I still think this faction should have even more level zeros.
To sum it up:
I like the faction, but i think it should be more ranged-centered, and have more level zeros. Perhaps this is not the aimed-for flavor, though, in which case ignore me completely (or do so anyway, that's fine too).
-Maramros
The name 'Wose' was actually used by tolkein for a forest-dwelling tribe of people, whose statues are seen in gondor (or maybe it was the paths of the dead, it's been far too long since i read the books) and called the pûkel-men. Therefore, if the attempt is to follow tolkein, i would suggest against including anything of the sort anyway, but certainly do not call them woses. I agree that it completely counteracts the feel of the faction to have a brute-type warrior.
This faction brings to mind the Freeing of the Shire, in Return of the King, whether or not that was the intention, and so i shall comment on the faction from that viewpoint. In this faction, i see a focus on melee, with only the slinger, alchemist, and militia having any sort of ranged attack, and the militia and alchemist barely having that at all, leaving a single ranged-centered unit. This surprises me, as the Halflings preferred ranged weapons, mainly using slings and bows, and pitchforks and axes were their main melee weapons. I understand the need for more melee factions, and a more warlike orientation than the peaceful shire, as this is meant to be used in BfW, which is undoubtedly a war-oriented game.
Also, this faction is fully half level ones, with four recruitable level ones, and four recruitable level zeros. While this is inarguably more than any mainline faction, I still think this faction should have even more level zeros.
To sum it up:
I like the faction, but i think it should be more ranged-centered, and have more level zeros. Perhaps this is not the aimed-for flavor, though, in which case ignore me completely (or do so anyway, that's fine too).
-Maramros
Please remember, my opinion is my opinion. Please listen, but my opinion is only, and will never be more than, my opinion. It is not yours. You do not have to act on it. I'm not telling you what to do.
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- Posts: 411
- Joined: January 23rd, 2006, 8:28 am
Re: Halflings
I like the graphics, and it looks like the general idea is good. We definitely don't need to be just copying Tolkein though. The current direction is good by itself. No need to Tolkeinize it just because.
Re: Halflings
Actually, although a great deal of the idea was generated by tolkein (in specific the thane was based off the 'Great Took' and used to wield a club), the idea for the attitude was based off a different book. I wanted a faction that played simular to the devlings but avoided the major problems caused by them and felt distinctly different.
I am not worried by the direction of the range/melee balance because although slingers are the only true ranged unit they are as good a ranged unit as the faction needs and one of my most common recruits.
I am not worried by the direction of the range/melee balance because although slingers are the only true ranged unit they are as good a ranged unit as the faction needs and one of my most common recruits.
"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."