Search found 203 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- March 23rd, 2019, 2:49 pm
- Forum: WML Workshop
- Topic: Terrain codes
- Replies: 7
- Views: 1285
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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 ...