Dunefolk Rework - Removed Units & Extra Units
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Dunefolk Rework - Removed Units & Extra Units
Update #1
Update #2
This is the part probably most of you were curious about. Some units should have been removed already according to the old thread (i.e. the Falcon). And we removed another one (the Piercer) because of its bad design which is explained in detail. Furthermore, since we removed multiple units and Dunefolk is clearly missing certain unit roles, we decided to combine these two topics into one, and present also the new additional units.
Removed Units
Falcon
- Scouting:
This unit's main role obviously is scouting. The way it is designed however make it the weakest/worst scout currently in the game. Not only does Dunefolk already have a much stronger scout, the Rider, but as it is currently the Falcon merely represents an inferior version of the Vampire Bat.
- Pricing:
With a 12g cost it is just 1g cheaper than Vampire Bat. Currently the only function Falcon can fulfil is grabbing (enemy) villages. But the Bat is much better in doing that just by being less vulnerable. With its melee drain, it can survive much longer then the DF Falcon against melee attacks and can be a pain to kill at times.
- Water Control:
The only reason why we could want to have another scout besides the already strong Rider is the water control. But as we all know, the Falcon’s squishiness and pricing are the reasons why this unit never will be a reliable unit for water control.
more about
Piercer
- Cavalry Tank:
Since this unit is more bulky then the others, this unit shouldn't function as a scout since DF already has two of them. It obviously functions as a mobile tank. But it doesn't do it properly. Yes, it tanks impact damage which is very important for the 1.14 Dunefolks, but it dies too fast against archers/spears and cold attacks (because unlike other tanks it has weak resistances). That makes this unit not very reliable as a tank vs any match-up.
- Pricing:
With 21g cost it makes it almost as expensive as Horsemen, but is nowhere as close as useful as it (lacking both mobility and the effective damage that the Horseman has). Regarding how squishy and how bad it performs as a tank, this is mostly due to defences and resistances, it is not as effective as its price suggests. Its price is also comparable to the Gryphon Rider, Drake Burner, Ghost, Wose, and Mage. These units all have high mobility, powerful defence/resistances, or massive damage. The Piercer has none of these despite being more expensive than multiple of them.
- Damage:
We find an impact and a pierce weapon on the Piercer but none of these two feel very useful. Dunefolk already has plenty of melee impact so Piercers ability to fight skeletons falls low (especially if we consider that Skeleton Archers can easy dmg the Piercer and that the DF has the Burner as the most effective anti-skeleton unit for a cheaper price). Now the strong pierce attack is just as unusable since it is a very risky attack. Unlike the Thunderer, upon whom a single strike attack is famous, the Piercer's attack is on melee. This exposes it too massive retaliation damage when attacking melee units and often missing. Effectively this limits the Piercer's lance attack to combating primarily ranged units, thereby severely limiting the lance's functionality.
more about
Extra Units
Finally, we now reach probably the most exciting part of this rework. As we removed a couple of units and DF was lacking even before (in certain unit roles such as water control units), we spent a lot of time thinking what possible unit could fit DF purposefully. The general meaning of this topic was debated on great amount in the old forum thread and we mostly used that for having a starting point and get inspired. We considered all of them: Jinn, Roc (Giant Falcon), Giant Lizard, Lizard Rider, Marine Lizard, all sorts of Naga, Scorpions, Scorpion Riders, Wyverns, Wyvern Riders and a couple more. Considering is maybe the wrong word as there existed unit codes for and sprite (drafts) for all of these units. We heavily test played them until we excluded all the concepts that would not improve DF's balance.
Furthermore, we are going to present the units here isolated from each other. In the playable demo, they however are presented on a setup as we also have new units that fill other roles then water control.
So we mentioned many examples of extra units earlier. The way we play tested them was on certain set ups where you have multiple units in one setup, each of the two unit fill a certain role depending on their concept and unit design. Here is an example how these set ups used to look like. "DF" here stands for all the remaining core untis of Dunefolk.
Examples:
DF + Scorpion + Naga
DF + Lizard Rider + Naga
DF + Jini
DF + Naga
DF + Dust Devil
and a dozen more...
According to the forum, the most popular and elaborated extra unit discussed there were Jini's and Nagas. Even though there have been many many concepts and unit designs discussed for a Jini, no actual version was agreed upon. There was a Naga however, which was fully coded and ready to be test played. We did that, and we found out that the elusive version of a Naga proposed by Pentarctagon was overpowered and not balanced at all. Now we want to recap again why a Jini or such a Naga cannot work balance-wise.
Why Jini Cannot Work
Why Penta's Naga Cannot Work
Dunefolk + Shieldbreaker + Naga
Water Control - Naga
Dune Shield Breaker
Dunefolk + Shieldbreaker + Dust Sprit
Dust Spirit
You can find the respective sprites for the new units in the Art Thread dedicated for the extra units.
Last edited by ghype on June 27th, 2019, 9:28 pm, edited 4 times in total.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
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Re: Dunefolk Rework - Removed Units & Extra Units
Hmmmm... how does this proposed new naga compare to the existing Naga Hunter? I wonder if it's similar enough to use as a substitute for that unit... and similar enough to make use of the existing Naga Hunter sprite...
That aside, the new naga doesn't seem super-interesting, though the presence of a ranged attack (as well as the liminal alignment) does at least make it different from the other naga line.
I don't really understand the Shield Breaker but I suppose in a way it's a replacement for the Harrier? It's not clear from the stats, but I'm guessing it's a foot unit, not a mounted unit?
That aside, the new naga doesn't seem super-interesting, though the presence of a ranged attack (as well as the liminal alignment) does at least make it different from the other naga line.
I don't really understand the Shield Breaker but I suppose in a way it's a replacement for the Harrier? It's not clear from the stats, but I'm guessing it's a foot unit, not a mounted unit?
Re: Dunefolk Rework - Removed Units & Extra Units
The key points, as you have noted are the liminal alignment (essential for the theme of the DF faction) and the ranged attack which differentiates it from the Naga Fighter. It is, however, not the Naga Hunter. Probably the simplest way to describe it is that the Naga Hunter is an archer and the Naga Blight is a melee fighter with some minor skill with the bow.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:08 am Hmmmm... how does this proposed new naga compare to the existing Naga Hunter? I wonder if it's similar enough to use as a substitute for that unit... and similar enough to make use of the existing Naga Hunter sprite...
That aside, the new naga doesn't seem super-interesting, though the presence of a ranged attack (as well as the liminal alignment) does at least make it different from the other naga line.
It is a replacement for the loss of the Harrier. But even more significant is its role in balancing the faction. We have written much about the role the Shield Breaker plays in the faction and the addition of this unit is an important part of our balancing. And yes it is definitely not a mounted unit.I don't really understand the Shield Breaker but I suppose in a way it's a replacement for the Harrier? It's not clear from the stats, but I'm guessing it's a foot unit, not a mounted unit?
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Re: Dunefolk Rework - Removed Units & Extra Units
Yeah, also as stated on one of the other threads, the main problem with the naga hunter line is that it had "Poison" bow, which they didn't want in a water control until. I don't know if backstab on an archer unit would play differently thought, and I efer the "backstab" in the ranged attack that's it.
I tried to write this last day, but somehow it got lost in the limbo.
First was a suggestion of an unit (to keep the falcon) which were going to be a falconeer with a ranged attack where the falcon went from the units arm to the unit and "attacked" it which would probably look awesome, and the unit could use a special like plague where instead of a walking carcass, it left a simple falcon to play with it. Dunno if that would have had any place on the side.
The other thing was if you could elaborate on the gameplay with those removed units and their roles, if just so we can understand why they didn't help the faction matches (example the Scorpion, the lizard rider and dust devil), don't feel obligued thou.
And thank you for all your time.
I tried to write this last day, but somehow it got lost in the limbo.
First was a suggestion of an unit (to keep the falcon) which were going to be a falconeer with a ranged attack where the falcon went from the units arm to the unit and "attacked" it which would probably look awesome, and the unit could use a special like plague where instead of a walking carcass, it left a simple falcon to play with it. Dunno if that would have had any place on the side.
The other thing was if you could elaborate on the gameplay with those removed units and their roles, if just so we can understand why they didn't help the faction matches (example the Scorpion, the lizard rider and dust devil), don't feel obligued thou.
And thank you for all your time.
"Mysteries are revealed in the light of reason."
Re: Dunefolk Rework - Removed Units & Extra Units
It does seem strange that the Spearguard doesn't level up from the Shield Breaker, since they have both a spear as their main weapon. I can see how they differ in function and, for now, in visuals...but as I said it's strange to have two indipendent lines of spearbearers.
About the name - Shield Breaker - it's good, but I'd imagine it used for a shock troop, a heavy infantry or cavalry who hits hard and disables the enemy defence. I don't see how weakening enemies with fairly weak bolas fits the name (also fits more the "shock" weapon special than the "slow").
About the name - Shield Breaker - it's good, but I'd imagine it used for a shock troop, a heavy infantry or cavalry who hits hard and disables the enemy defence. I don't see how weakening enemies with fairly weak bolas fits the name (also fits more the "shock" weapon special than the "slow").
Re: Dunefolk Rework - Removed Units & Extra Units
Yes Poison we found to cause many matchup issues. The reason why we didn't give it another special, though, is because we aimed to create as balanced a unit as possible and specials such as backstab inevitably cause issues in certain matchups and also make tactics with the naga complicated, thereby worsening its role as water control.Vendanna wrote: ↑March 26th, 2019, 9:13 am Yeah, also as stated on one of the other threads, the main problem with the naga hunter line is that it had "Poison" bow, which they didn't want in a water control until. I don't know if backstab on an archer unit would play differently thought, and I efer the "backstab" in the ranged attack that's it.
I tried to write this last day, but somehow it got lost in the limbo.
Yes that is a very good question and we certainly could elaborate.The other thing was if you could elaborate on the gameplay with those removed units and their roles, if just so we can understand why they didn't help the faction matches (example the Scorpion, the lizard rider and dust devil), don't feel obligued thou.
And thank you for all your time.
Overall it would take too long to explain them each in detail. These units were discussed for months. But here is a few simple reasons:
- Dust Devil swarm makes it major capacity by merely recieving a single damage. Very unbalanced and luck based
- Lizard Rider didn't fit into the faction. Water control was what we were aiming for and a hybrid unit that could also control water was too OP
- Scorpion didn't fit the theme of the faction and poison on lvl 1 was throwing off the balance. Also because of its weakness to fire it was useless it the Drake matchup EDIT: and as ghype added, the scorpion was chaotic which made the faction have 3 alignments.
Yes that was a consideration we had actually made. But overall the powerful hard hitting spear of the Spear guard didn't fit with the skirmisher line. And we didn't want to have an upgrade that lost the skirmisher ability.Xalzar wrote: ↑March 26th, 2019, 2:04 pm It does seem strange that the Spearguard doesn't level up from the Shield Breaker, since they have both a spear as their main weapon. I can see how they differ in function and, for now, in visuals...but as I said it's strange to have two indipendent lines of spearbearers.
About the name - Shield Breaker - it's good, but I'd imagine it used for a shock troop, a heavy infantry or cavalry who hits hard and disables the enemy defence. I don't see how weakening enemies with fairly weak bolas fits the name (also fits more the "shock" weapon special than the "slow").
In regards to the name, yes Breaker does suggest something hard hitting, but I always more envisioned it as a title rather than a literal description. And this unit earned such a title because of its ability to break through any wall or barrier due to its elusive nature and quickness.
Last edited by The_Gnat on March 26th, 2019, 8:03 pm, edited 1 time in total.
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Re: Dunefolk Rework - Removed Units & Extra Units
well, the one reason why we didn't consider Naga Hunter was because of its poison. it really breaks the balance just as much as Penta's Naga did. Alternatively, it could be possible to create an alternative version from the Naga Hunter which indeed is balanced in a proper way. Maybe some visual alterations and then the new Naga that comes out of this process could be considered the mainline Naga Hunter where as the UtbS could be considered an alternative version to the new one.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:08 am Hmmmm... how does this proposed new naga compare to the existing Naga Hunter? I wonder if it's similar enough to use as a substitute for that unit... and similar enough to make use of the existing Naga Hunter sprite...
Thoughts?
does it have to be special thought? we generally tried to not touch abilities/specials which were mostly known for other units. such examples would be how steadfast is only used by dwarf guard, charge by horsemen, backstab is mostly known for thief ...Celtic_Minstrel wrote: ↑March 26th, 2019, 1:08 am That aside, the new naga doesn't seem super-interesting, though the presence of a ranged attack (as well as the liminal alignment) does at least make it different from the other naga line.
Liminal as alignment and the bow makes it stand out compared to the Northerner Naga
well that would seem as most reasonable at first glance, but then if we want a more appropriate lv1 for the spearguard we would have introduced the lv1 spearfighter. such a unit however would mess with the entire faction balance as it would take the spots of many units. Shield breaker currently has its on niche and the fact it has pierce damage is just a compensation of the piercer unit we removed (which didn't even had useable pierce attacks). The shieldbreaker's weapon might change, currently it most unique feature is its movetype, a semi-elusive one.
I agree, the shieldbreaker doesnt look quite like a shield breaker. celtic commented this as well in the art thread and if she persists, she will defitnly get an armour upgrade worthy its name. But mostly the name was thought to work for the lv3 unit, not necessarily for the lv1. Shield Breaker also means more that she is capable of move in between the unit line or "wall of shields" as she has skirmish but is still strong/resilient enough to "break" them and to be persistent in comabt.
the scorpion worked actually quite OK as we weren't using the default movetype but treating it as a new units "desert scrop". the biggest downside of this unit was actually that it was and would have to remain chaotic (as a lv1 recruitable unit) which would mean that we'd introduce a third alignement into the faction
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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 oriented, with lvl3's 10x4 being just a bit off from Myrmidon's 9x5. I acknowledge that balance-wise those two stats are quite different, but in terms of the impression on the player, they're very similar. One of the reasons why variations on Naga Archer were proposed was that as a ranged specialist it would be different enough from the Naga Fighter and expand Naga diversity in lore.
So I'm wondering if you considered more range-oriented variants. The thread that had Pentarctagon's proposal also had several others that used chakrams as ranged weapons (and there were variations with and without poison on melee). They weren't fully coded, but they had all relevant stats listed. While there's not much wrong to the Naga you came up with, one that is focused on ranged and uses chakrams would make both nagas and dunefolk feel more exotic, and the sprite would also probably end up quite different from Naga Fighter.
I really like the concept of the Shield Breaker. I don't have an issue with it being another spear unit as it's conceptually different, and the artwork makes the unit lines appear distinct. I do think the sprite should be a touch more like other dunefolk units, but that's for another thread.
As has been mentioned, if their ranged doesn't have slow special on lvl 1, you could change it from bolas to a sling there. And I'm not fond of the name. Shield Breaker suggests breaking through shields and armor, whether by huge force, or very precise strikes at the weak points. This unit is more of a harasser/control than anything. Well, in any case, I'd like at least one unit in that line to be called "Harrier", as it's a great name and fits the unit's theme.
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 oriented, with lvl3's 10x4 being just a bit off from Myrmidon's 9x5. I acknowledge that balance-wise those two stats are quite different, but in terms of the impression on the player, they're very similar. One of the reasons why variations on Naga Archer were proposed was that as a ranged specialist it would be different enough from the Naga Fighter and expand Naga diversity in lore.
So I'm wondering if you considered more range-oriented variants. The thread that had Pentarctagon's proposal also had several others that used chakrams as ranged weapons (and there were variations with and without poison on melee). They weren't fully coded, but they had all relevant stats listed. While there's not much wrong to the Naga you came up with, one that is focused on ranged and uses chakrams would make both nagas and dunefolk feel more exotic, and the sprite would also probably end up quite different from Naga Fighter.
I really like the concept of the Shield Breaker. I don't have an issue with it being another spear unit as it's conceptually different, and the artwork makes the unit lines appear distinct. I do think the sprite should be a touch more like other dunefolk units, but that's for another thread.
As has been mentioned, if their ranged doesn't have slow special on lvl 1, you could change it from bolas to a sling there. And I'm not fond of the name. Shield Breaker suggests breaking through shields and armor, whether by huge force, or very precise strikes at the weak points. This unit is more of a harasser/control than anything. Well, in any case, I'd like at least one unit in that line to be called "Harrier", as it's a great name and fits the unit's theme.
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Re: Dunefolk Rework - Removed Units & Extra Units
I actually hadn't realized that the Naga Hunter had poison. I'd say having two different Naga Hunters, one in mainline and one in UtBS, probably isn't a good idea - especially since the Naga Hunter could at some point be moved to core as an auxiliary (non-faction) unit. It does sound like it might be similar enough to reuse the sprite, but... maybe that's not a good idea for other reasons.ghype wrote: ↑March 26th, 2019, 7:59 pmwell, the one reason why we didn't consider Naga Hunter was because of its poison. it really breaks the balance just as much as Penta's Naga did. Alternatively, it could be possible to create an alternative version from the Naga Hunter which indeed is balanced in a proper way. Maybe some visual alterations and then the new Naga that comes out of this process could be considered the mainline Naga Hunter where as the UtbS could be considered an alternative version to the new one.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:08 am Hmmmm... how does this proposed new naga compare to the existing Naga Hunter? I wonder if it's similar enough to use as a substitute for that unit... and similar enough to make use of the existing Naga Hunter sprite...
Thoughts?
Well, it needs to be different enough to justify not just giving them the Naga Fighter instead. But I guess it does satisfy that critera. I'm not trying to say it needs to have a weapon special or ability, either, though I wouldn't mind if it did.ghype wrote: ↑March 26th, 2019, 7:59 pmdoes it have to be special thought? we generally tried to not touch abilities/specials which were mostly known for other units. such examples would be how steadfast is only used by dwarf guard, charge by horsemen, backstab is mostly known for thief ...Celtic_Minstrel wrote: ↑March 26th, 2019, 1:08 am That aside, the new naga doesn't seem super-interesting, though the presence of a ranged attack (as well as the liminal alignment) does at least make it different from the other naga line.
Liminal as alignment and the bow makes it stand out compared to the Northerner Naga
About the shield breaker... it almost sounds like they're a ninja-like unit, in which case I'd recommend using the name "Assassin", probably for the L2 or L3. Other possible names that could fit include Infiltrator, Penetrator, and of course, Harrier.
Re: Dunefolk Rework - Removed Units & Extra Units
I understand the feeling people have that the Naga is not as interesting as it could be. Sometimes though it is good to put extravagant ideas on the side in order to achieve balance.
A Chakram as a ranged weapon seems like something that could be interesting, though, without changing the balance of the unit. This would separate it more from the Naga Hunter, which I think is a good thing to do. It probably would be best to avoid duplicating the Naga Hunter. Even though it is a very awesome unit it fits a very specific role and I also believe everyone who sees the Hunter assumes that it should have poison, which wouldn't fit well for balance.
With the Naga unit we were trying to avoid creating another archer but instead were looking for a melee unit who also had a ranged attack (something in between the current naga's that exist). This is also valuable for balancing against the other water units while not being as over powered as if it had specials on its ranged ability.
Any thoughts about this?
A Chakram as a ranged weapon seems like something that could be interesting, though, without changing the balance of the unit. This would separate it more from the Naga Hunter, which I think is a good thing to do. It probably would be best to avoid duplicating the Naga Hunter. Even though it is a very awesome unit it fits a very specific role and I also believe everyone who sees the Hunter assumes that it should have poison, which wouldn't fit well for balance.
With the Naga unit we were trying to avoid creating another archer but instead were looking for a melee unit who also had a ranged attack (something in between the current naga's that exist). This is also valuable for balancing against the other water units while not being as over powered as if it had specials on its ranged ability.
Thank you Caladbolg! Yes we definitely agree
Yes I believe it is the general consensus that the name 'Harrier' should be kept. As for the sling, we used a bolas primarily because it gains the slow ability as it advances to a higher level. But of course slows is not necessary to be added at higher levels.Caladbolg wrote: ↑March 26th, 2019, 8:05 pmAs has been mentioned, if their ranged doesn't have slow special on lvl 1, you could change it from bolas to a sling there. And I'm not fond of the name. Shield Breaker suggests breaking through shields and armor, whether by huge force, or very precise strikes at the weak points. This unit is more of a harasser/control than anything. Well, in any case, I'd like at least one unit in that line to be called "Harrier", as it's a great name and fits the unit's theme.
Any thoughts about this?
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Re: Dunefolk Rework - Removed Units & Extra Units
Xalzar wrote: It does seem strange that the Spearguard doesn't level up from the Shield Breaker, since they have both a spear as their main weapon.
What if you change Spearguard to have 3 medium strikes? I think loosing skirmisher ability is ok as long as there is another advancement wich preserves the ability. Explanation - Spearguard uses longer spear and heavier armor, as a result he lost the skirmisher ability.The_Gnat wrote: Yes that was a consideration we had actually made. But overall the powerful hard hitting spear of the Spear guard didn't fit with the skirmisher line. And we didn't want to have an upgrade that lost the skirmisher ability.
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Re: Dunefolk Rework - Removed Units & Extra Units
Actually we didn't but we see there are many thoughts about this. We will present it once we come up with something.
Also, you are right that our current variant is not that much different attack wise. Only 1 less strike then the current lv3 Naga.
If we make a more ranged Naga with liminal - that should be interesting enough. Right now we have 2 melee Nagas (Fighter and Guardian) and with a ranged DF Naga we would have 2 ranged Nagas. Bow would be more traditional and defintly easier for me to animate but Chakrams indeed are interesting too as it would enable ranged blade dmg which is not seen all too much. We will see.
I think a more ranged concept is worth to be considered. Mermans as well have 1 ranged and 1 melee unit (disregarding the mermaid).
well, from semi-elusive to tank movetype is a pretty big jump for a single advancement. It would be a similar case like spear and fence only with switched dmg types. spearman lv ups to fighter with blade even though it has had no blade on lv1. Yet we have the fencer with blade weapon special...
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Re: Dunefolk Rework - Removed Units & Extra Units
Well possible suggestions for the naga could be:ghype wrote: ↑March 27th, 2019, 12:21 pm
Actually we didn't but we see there are many thoughts about this. We will present it once we come up with something.
Also, you are right that our current variant is not that much different attack wise. Only 1 less strike then the current lv3 Naga.
If we make a more ranged Naga with liminal - that should be interesting enough. Right now we have 2 melee Nagas (Fighter and Guardian) and with a ranged DF Naga we would have 2 ranged Nagas. Bow would be more traditional and defintly easier for me to animate but Chakrams indeed are interesting too as it would enable ranged blade dmg which is not seen all too much. We will see...
...I think a more ranged concept is worth to be considered. Mermans as well have 1 ranged and 1 melee unit (disregarding the mermaid).
a) Blade/impact possibilities (blade as in throwing knifes or similar instead of pierce) and for impact it could be a blowpipe/parasites? other option could be putting on his arm something like the drake weapons to differenciate it from the sword the normal nagas uses.
b) Electroshock, these nagas are a breed of electric eels, so its not poison, nor its "magic" but the damage could be elemental (dunno how would that fare)
c) less hits something akin to 7-2 Impact or blade, but they could have steadfast, so they "hold" the line and can defend those water cities well, but they ain't covering the normal cities.
d) funky: the naga gets poison attack, but "heals +4" all enemy units when they start turn near the naga.
e) 3-3 physical and 3-3 ranged (blade) which differenciates upon branching on level up:
e1) 6-3 looses ranged but steadfast
e2) 6-3 ranged, looses melee, but gains marksman
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Re: Dunefolk Rework - Removed Units & Extra Units
Re: chakram idea - that would mean changing the ranged to blade, which is fine by me, but I don't know if it would affect balance.
Re: the bolas - if they have bolas, they should have slow; if they don't have slow, they shouldn't have bolas. That's my opinion on this matter. I wouldn't mind a sling upgrading to a bolas though.
Re: the bolas - if they have bolas, they should have slow; if they don't have slow, they shouldn't have bolas. That's my opinion on this matter. I wouldn't mind a sling upgrading to a bolas though.
Re: Dunefolk Rework - Removed Units & Extra Units
Another point to the discussion is that there are precedents of units which lose abilities or specials on level up, or change resistance and movement types:sergey wrote: ↑March 27th, 2019, 7:52 amXalzar wrote: It does seem strange that the Spearguard doesn't level up from the Shield Breaker, since they have both a spear as their main weapon.What if you change Spearguard to have 3 medium strikes? I think loosing skirmisher ability is ok as long as there is another advancement wich preserves the ability. Explanation - Spearguard uses longer spear and heavier armor, as a result he lost the skirmisher ability.The_Gnat wrote: Yes that was a consideration we had actually made. But overall the powerful hard hitting spear of the Spear guard didn't fit with the skirmisher line. And we didn't want to have an upgrade that lost the skirmisher ability.
Ability lost: Elvish Shaman (heal+4) -> Elvish Sorceress
Special lost: Spearman (first strike) -> Swordsman
Resistances modified: Mage -> Red Mage (more fire)/ White Mage (more arcane) (and many many others)
Movement type modified: Elvish Druid -> Elvish Shyde (fly)
So I think we shouldn't let that stop considering moving the Spearguard Line to the Shield Breaker advancements. If there are other motivations, expecially balance, of course it's best to keep things as they are. I'm fine either way, but I like to hear opinions about this.