Search found 203 matches

by Caladbolg
March 27th, 2019, 8:12 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 128
Views: 43900

Re: Dunefolk Rework - Extra Units

The burner line works quite well without the greens which is a more prominent feature then the gold in other sprites. Fair point. well i wastn't thinking about exactly a skirt, but wouldn know how to call this. this is probably what i will go for the bottom body armour Yeah, that's what I was think...
by Caladbolg
March 26th, 2019, 9:02 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 128
Views: 43900

Re: Dunefolk Rework - Extra Units

The naga is visually a bit too similar to the Naga Fighter (Warrior and Myrmidon have more fancy armor so they're distinct). The issue is that, unlike the naga hunter which is not present in default mp, these nagas could be on the same map as Naga Fighters in an mp matchup with multiple sides, so it...
by Caladbolg
March 26th, 2019, 8:33 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Base Units
Replies: 130
Views: 59877

Re: Dunefolk Rework - Base Units

Nice work, I really like most of the changes :D Herbalist line is incredible. Soldier line is the one I'm least excited about. Nothing wrong with the sprites, they're nicely done, it's just that I preferred the lightly armored concept as in the original lvl3 and 4. On the other hand, these have a sa...
by Caladbolg
March 26th, 2019, 8:05 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Removed Units & Extra Units
Replies: 119
Views: 32999

Re: Dunefolk Rework - Removed Units & Extra Units

I'm in support of Piercer and Falcon's removal, it was about time. Naga seems a bit lackluster in that it feels a touch too similar to the Naga Fighter. This is partly due to the sprite (and I'll mention it in the appropriate thread when I have a bit more time), but partly due to being melee oriente...
by Caladbolg
March 26th, 2019, 7:39 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Changes In Unit Lines & Base Units
Replies: 108
Views: 27197

Re: Dunefolk Rework - Changes In Unit Lines & Base Units

I'm mostly fine with these changes, nice job :D A few comments: I like that you put Skirmirsher as an advancement of Soldier, makes for more consistent unit trees, esp. visually. Also, while I prefer him having skirmirsher over leadership flavor-wise, I do think that giving him leadership is a bette...
by Caladbolg
March 26th, 2019, 5:58 pm
Forum: Multiplayer Development
Topic: Dunefolk Rework - Lore & Visual Problems & Sounds
Replies: 18
Views: 5668

Re: Dunefolk Rework - Lore & Visual Problems & Sounds

... it wouldn't make sense that it uses the same healing engine as the mages as herbs are not supposed to heal magic creatures and undead... Well, Herbalists wouldn't want to heal skeletons anyway, but who says that the reason Herbalists potion can heal also non-human entities is because there migh...
by Caladbolg
March 22nd, 2019, 5:06 pm
Forum: Ideas
Topic: [interface] Change "Defense" to "Evasion"
Replies: 22
Views: 7736

Re: [interface] Change "Defense" to "Evasion"

While I had no problems understanding the tutorial's explanations of ZoC and defense, after looking into the help section just now, I do think they should be explained more. I expected to see a whole chapter dedicated to ZoC there, but there's only a single paragraph tucked away in the 'Movement' se...
by Caladbolg
December 21st, 2018, 8:51 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 85037

Re: Dunefolk balancing rework ideas - discussion.

That is likely severely underestimating the power of poison. With 2x2 poison melee, one successful hit will do 10 damage over a round (two hits will do 12). Within the same round, on its own turn, the naga can unleash its ranged chakram attack for 12 damage (which limits counter attack risk in most...
by Caladbolg
December 20th, 2018, 9:21 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 85037

Re: Dunefolk balancing rework ideas - discussion.

I'm getting a bit lost. name, what are resistances in your proposal? Standard naga or as in previous proposals? Currently I think the best proposal is probably name's defences and movement costs combined with Pentaractogon's previous stay suggestions. Can we all please comment on this and then we ca...
by Caladbolg
December 17th, 2018, 1:28 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 85037

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: 326
Views: 85037

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: 326
Views: 85037

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: 326
Views: 85037

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 ...
by Caladbolg
December 8th, 2018, 8:23 pm
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 326
Views: 85037

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 ...