The Reign of the Lords

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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

@ Vulpine - yes thank you i will have a look at those portraits.
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Re: The Reign of the Lords [release 8.2.0]

Post by The_Gnat »

NEW RELEASE 8.2.0 for 1.13 & 1.12


Yes you read it correctly it says 8.2.0. 8) As of now i have changed the naming convention for the Reign of the Lords versions. It now is: [num factions].[major releases].[minor releases].[bug fixes]

NOTE: in this release MANY units have been renamed therefore i do not recommend updating if you are in the middle of a campaign as the change of id's may cause issues.

In other news this massive :D new update includes dozens of new high level units: The Light Rider, The Elvish Immortal, The Elvish High King, The Spirit of Flame, The Devourer, The Abaddon, The Royal Dragonier, The Dragon Bane, The Dwarvish Fortressor, The High Custodian, The Orcish Night Purger, The Naga Ultimitar, The Saurian Doomsayer, The Werewolf Destrier, The Enchanted Mountain, The Goblin Invader, The Arch Gryphon, The Dwarvish Mammoth Lord, The Black Guard, The Nemesis, The Executioner.

Along with that here is the full changelog:

Code: Select all

(Version 8.2.0) - First and foremostly you will notice the version number has jumped massively. The new system consists of #Number of Factions // #Major releases // #Minor releases // #Bug fix releases. For example 8.2.0 is the 2nd major release since the Reign of the Lords has had 8 factions.

The primary focus of this update was three fold #1 renaming units  #2 adding many new units #3 fixes images. With that in mind i plan on releasing another release to update the portraits further, but that will not come for some time.

After sitting and thinking for a long time i renamed many units. This is in preperation for adding level 5 units as upgrades for the majority of them. I plan on adding level 5 units for everyone who is not a unique specialist.

	- Shadow Wizard -> Dark Enchanter
	- Sorcerer of Darkness -> Shadow Wizard
	- (Human) Destroyer -> Phalanx Trooper
	- Warden of Light -> High Templar
	- Revolutionary ->   Upriser
	- Drake Lord	->   Drake Noble
	- Dwarvish Rune Diviner -> Dwarvish Rune Lord
	- Dwarvish Sage Futuristic -> Dwarvish High Alchemist
	- Gryphon Lord	-> Thunder Gryphon
	- Dwarvish Armegeddon -> Dwarvish Bear King
	- Elvish Grand Master -> Elvish Majestic
	- Elvish Field Master -> Elvish Grand Master
	- Troll Fire Lord -> Troll Flame Caster
	- Holy Arrow Master -> Holy Bow Master
	- Elvish Legendary -> Elvish Legend
	- Elvish Mounted Expiditionary -> Elvish Swift
	- (Outlaw) Exterminator -> Eliminator
	- Elvish Wayfarer [removed]
	- Elvish Infiltrator -> Elvish Wayfarer (now advances from Elvish Prowler)
	- Collosal Flare -> Spirit of Flame
	- Inferno -> Collosal Flare
	- Dwarvish Master Dragonguard -> Dwarvish Royal Dragonier

Many new units have been added:

	- Goblin Invader (the advancement of the Goblin Marauder)
	- Werewolf Destrier (the advancement of the Warg Rider)
	- (undead) Devourer (the advancement of the Hellion)
	- Saurian Doomsayer (the advancement of the Saurian Damned Shaman)
	- Inferno (has now been bumped to lvl 5 and a new unit has been added as lvl 4)
	- Light Rider (the advancement of the Arcane Rider)
	- High King (the advancement of the Elvish Grand Master)
	- Black Guard (the advancement of the Armoured Highwayman)
	- Drake Obliterator (the advancement of the Firestorm)
	- Excectioner (an alt advancement of the Halberdier)
	- Paragon (the advancement of the Elvish Legend)
	- Elemental Mountain (advancing from the Boulder Mammoth)
	- Abaddon (advancing from the Doom Warden)
	- Royal Dragonier (the advancment of the Dwarvish Master Dragonguard)
	- Mammoth Lord (the advancment of the Dwarvish Bear King)
	- Arch Gryphon (advancing from the Thunder Gryphon)
	- Naga Ultimatar (advancing from the Naga Centurian)
	- Dwarvish Fortressor (advancement of the Dwarvish Valient)
	- Dwarvish Dragon Bane (advancement of the Royal Dragonier)

Changed the sprites for:

	- Warg Rider (with SFaults Wolf Rider)
	- Boulder Mammoth (with inferno8's Earth God)
	- Stone Titan (with inferno8's Earth Avatar)
	- Supreme Commander (with The Golden Age's lord-helmeted)
	- Armoured Highwayman (made grey instead of blue)
	- Drake Firestorm (changed face, wing color and shoulder armour)
	- Doom Bat (now is much bigger)
	- Royal Dragonier (now golden, larger and wearing a dragon mask)

Also i have changed the attack icons of many units and rebalanced many units:

	- Slitherblade
	- Doom Warden
	- Elvish Vendicator
	- Orcish Strafer
	- Saurian Striker
	- Goblin Raider and its advancements
	- Dwarvish Lord's advancements
	- Nightblade and its advancements
	- Dark Enchanter and its advancement

Fixed bugs including errors with units animations and a problem with the poisoning special. There were a lot of bugs, including the Merman Grand Admiral having the same sprite as the Merman Admiral, and dozens of animation errors. 
Here you can view the many new sprites i have made for this release!
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The_Gnat
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Re: The Reign of the Lords

Post by The_Gnat »

Along with this new AWESOME release i am proud to announce i have finnnnnally got the unit database to show the RoTL units. It may only last for a week so go look at it while you have a chance! ;)

The Reign of the Lords Unit Database

(btw i noticed the minor errors in the unit trees and have already fixed them :) , the fixes will show next time the database updates)
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Lordlewis
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Re: The Reign of the Lords

Post by Lordlewis »

Are all bolas suppose to be ranged? Because I found a unit from this add-one melee bolas, it was also pierce instead of impact. I'm sure it was Elvish Infiltrator or the Elvish Vanquisher. Also in my opinion the battle druid and battle enchantress should have their saber attack do a little more damage. Also thanks for the warning for the update of the add-on.
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Re: The Reign of the Lords

Post by The_Gnat »

That is definitely an error, thank you I will fix it!
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Re: The Reign of the Lords

Post by Lordlewis »

Another possible bug or two is that both the reaver and fallen units have maces with blade as the attack type, shouldn't it be impact? Also the barrow rider has 92 health and then both of the advancements have 50 and 52 health. Hope this helps. :D
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Re: The Reign of the Lords

Post by The_Gnat »

:D thank you yes those are also all errors, (92 how for a lvl 2 unit :mrgreen: )
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Lordlewis
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Re: The Reign of the Lords

Post by Lordlewis »

In campaigns the saurian Soothsayer and the saurian Oracle have what I believe to be the wrong advancements, the normal Oracle turns into the Sage which has heals 12 hp. The Soothsayer turns into the Clairvoyant which is attack instead of support. Also the Bone Marauder has no animation for some reason. :| Does the Ancient Wose Shaman suppose to advance to the Arch Wose Shaman? And is the Luminary of Fire Prophet of Fire suppose to have no health increase? Cause they don't. Hope this helps you find bugs. :)
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Re: The Reign of the Lords

Post by The_Gnat »

Oh! Good job noticing those things, I am surprised I missed all of those bugs :mrgreen:

Thank you again it is really helpful to have feedback like this I will make those changes and upload a new bug fixing version soon. :D
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Re: The Reign of the Lords

Post by Lordlewis »

What is the point of having submerge on a unit when he can't go in deep water? The saurian striker has the submerge ability and can't go in deep water. Also the Elvish majestic an immortal both have 5 movement points (MP) when the level 3 unit has 6 MP, and just in my opinion the Elvish immortal should have blade as his melee weapon or have another melee attack.
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Re: The Reign of the Lords

Post by The_Gnat »

What is the point of having submerge on a unit when he can't go in deep water? The saurian striker has the submerge ability and can't go in deep water.
Hmm.... that is very pointless ;) i will change it so that he instead has a swamp hide ability.
Also the Elvish majestic an immortal both have 5 movement points (MP) when the level 3 unit has 6 MP, and just in my opinion the Elvish immortal should have blade as his melee weapon or have another melee attack.
Okay i will increase their movement and give the immortal an alternate blade sword attack! It is never good to take away a weapon (or weapon type like blade) when a unit advances because then it may be a disadvantage in some circumstances. And it would be ridiculous to have a player try to Not advance a unit because of something like this.

Another unit that comes to mind when i think of this is the Dwarvish Dragon Bane, he changes from blade melee to impact melee because he no longer holds a dagger, do you think he should also be given a blade attack at level 5? If so i could add some sort of mechanical claw?
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Re: The Reign of the Lords

Post by Lordlewis »

Yes I believe that the dragon bane should have the blade attack, maybe a chainsaw of some sort, yet keep the crush attack and put stun as a possible ability so it has more use. The flame caster also kind of got this going as well, his melee attack does 2 less damage than the level 3 dragon guard, you could put the after burn on his knife or something. Just asking, is the Drake noble suppose to be level 3? The flame heart is also level 3 and advances to him, the drake noble is also a little bit stronger and has another attack. Also doesn't the grand Admiral (Merman faction) sound like it should have leadership as an ability? Also the Merman praetor should probably have a little more health and he doesn't have any attack increase from his advancement. :augh:
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Re: The Reign of the Lords

Post by The_Gnat »

Okay i will make that change for the Dragon Bane. What i was trying to do for the Flamecaster was give him a weaker melee in exchange for the flame theme and a vastly changed ranged weapon (2 strikes instead of the traditional thunderguard 1), but i agree it is too weak, so i will add afterburn.

Also the Drake Noble is supposed to be a level 3 who advances from the Drake Flare i will fix it in the next update.

I considered giving the Grand Admiral leadership but do you think that would be okay considering no one else in his unit line has leadership? Perhaps instead i will give him the inspire ability.

As for the Merman Praetor that was just a mistake ;)

Thank you for this feedback!
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Re: The Reign of the Lords

Post by Lordlewis »

Yes I think inspire would be better, but the Merfolk aren't currently in a faction yet are they? The crusader and the high Templar are both have woodland as their movement type, so that means they have 70% on forest, this is a little unfair in my onion. Also the apocalypse rider has 8 MP instead of 7 MP which is what the grand knight has, also dragon rider has no increase in attack and just get another attack. Is that suppose to be like that? And also just a idea you could give one of the merman/maid a storm trident, it's just an idea.
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Re: The Reign of the Lords

Post by The_Gnat »

@ LordLewis - No merfolk have not been added yet because they can not fill a faction of their own (due to being almost entirely water based movement creatures) and they don't really fit into the other factions i have made.

I will change the Crusader, High Templar and Apocalypse Rider to have a more balanced movement, thanks for noticing this!

As for the Dragon Rider i actually intended it to be like this because his range attack is significant and his as is the added movement, what do you think?
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