Search found 163 matches

by Caladbolg
Yesterday, 1:28 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

By the way, does anyone know off the top of their head how damage resistances are rounded? If you have -10% resistance to blade, and receive a 5 point blade strike, does it do 5 or 6 damage? What if the blade damage is 3, 4, 6... any number less than 10? I seem to remember reading that it is rounde...
by Caladbolg
December 16th, 2018, 4:32 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

I'm fine with Pentarctagon's latest proposal. As for name's / The_Gnat's, I still think that spear is preferable lore-wise. Biting attacks would require the attacker to expose their head to blows, which is something sapient beings would probably want to avoid at all costs. I don't think Nagas would ...
by Caladbolg
December 15th, 2018, 4:00 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

About Naga proposals. I don't like #3 mainly due to ranged poison, but I'm not fond of the general concept either. #4 is interesting but seems very weak in terms of damage output so I'm not sure if it would be able to fight competently against other factions' water control units. I'm for something b...
by Caladbolg
December 13th, 2018, 12:41 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

Since I believe we're aiming to represent one of the original depiction of the Jinn (in particular this one type ), what about a non-fire , non-arcane ranged attack ? It could be a sort of "windslash" with blade damage (I thought even of "enchanted daggers" but then I read that Jinns fear iron - an...
by Caladbolg
December 8th, 2018, 8:23 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

I support the addition of new Naga units, but I don't like the names. I think 'poisoner' is a good fit, if a bit direct, as it hasn't been used yet in mainline. 'Striker' would definitely be good. Dunefolk could also call their Naga mercenaries by names of snakes, indicating their use of poison and ...
by Caladbolg
December 5th, 2018, 11:30 am
Forum: Ideas
Topic: Great Mage Again
Replies: 28
Views: 1923

Re: Great Mage Again

Surprised to see so many people think the great mage is weak. I always thought it was a pretty good unit. I wouldn't say it's weak, it's a pretty powerful unit. However, as it is now, I have no incentive to get it over Silver Mage or MoL. Teleport can be incredibly useful when fighting on several f...
by Caladbolg
December 5th, 2018, 11:07 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

For the record, I'm on board with the latest Naga proposal.
by Caladbolg
December 1st, 2018, 12:40 pm
Forum: Ideas
Topic: Great Mage Again
Replies: 28
Views: 1923

Re: Great Mage Again

What about an Incendiary weapon special? It would do some amount of damage per turn for either X numbers, until the unit entered a water hex, or until it was healed on a village/etc. If on melee, that'd be interesting. On ranged I think it wouldn't add much. Another thing that came to mind is some ...
by Caladbolg
December 1st, 2018, 12:31 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

The more this conversation goes on, the more it seems that the falcon has no place in Dunefolk. Jinn would fit, but the Dunefolk already have a fire unit, and having a spirit of fire be used for water control seems odd. Unsure about wyverns. What about Naga Archer ? Great movement on water and sand ...
by Caladbolg
November 29th, 2018, 1:23 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

However, a lack of interest in magic by ordinary DF could be explained by (somewhat reliable) access to the talents of the jinn. That is, the jinn's mastery of magic means the DF are better off focusing on other useful skills. Similar to how most other factions have only one caste that concentrates...
by Caladbolg
November 28th, 2018, 4:42 pm
Forum: Ideas
Topic: Great Mage Again
Replies: 28
Views: 1923

Re: Great Mage Again

Fire Guardians would still be pretty OP against skellies, no? That kind of ability might be gamebreaking in Northern Rebirth or in Rise of Wesnoth, and more generally in any decently sized campaign where you get access to mages early and have undead as enemies. Once you get a Fire Guardian, I don't ...
by Caladbolg
November 28th, 2018, 4:01 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 267
Views: 12373

Re: Dunefolk balancing rework ideas - discussion.

I agree with Celtic_Minstrel that Burner and Herbalist are the coolest Dunefolk units and I'd be against removing either of them. I'm not strictly against adding Jinn, but it'd need to have a good explanation considering the Dunefolk's dislike of magic. It'd probably have to be either a replacement ...
by Caladbolg
November 27th, 2018, 1:11 pm
Forum: Ideas
Topic: Great Mage Again
Replies: 28
Views: 1923

Re: Great Mage Again

I agree the Great Mage is pretty lackluster for a lvl4 unit. While its 16-4 is extremely powerful, by the time you manage to level a Great Mage, you usually already have much more useful units. Basically, the only two roles Great Mage has is killing high hp enemies, and whittling down hp off high lv...
by Caladbolg
November 27th, 2018, 12:50 pm
Forum: Scenario & Campaign Development
Topic: HttT Revised
Replies: 26
Views: 6415

Re: HttT Revised

gwen42 wrote:
November 26th, 2018, 4:26 am
I had Konrad pick up the Scepter, but in later conversation (the exact scenario eludes me), Li'Sar spoke as if she had the Scepter... even though Konrad carried it for the remainder of the campaign.
Hmm, that shouldn't happen. I probably gave some message to the wrong speaker. I'll look into it.
by Caladbolg
November 8th, 2018, 6:13 pm
Forum: Scenario & Campaign Development
Topic: HttT Revised
Replies: 26
Views: 6415

Re: HttT Revised

I'm still finishing the 1.12 campaign (I just got out of the Underground Channels) and reading the changelog I notice that you "added bigmap" to some scenarios: what does that mean? It refers to the path on the map between scenarios (those red / grey dots). In 1.12.6, the Cliffs of Thoria - Undergr...