Dunefolk Rework - Changes In Unit Lines & Base Units
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Dunefolk Rework - Changes In Unit Lines & Base Units
Update #1
Update #2
Update #3
As the titles give away, we don't just changes unit stats, but we also changed some concepts in the unit line designs. We decided to formulate those conceptual changes into phrases so we don't have to clutter the section, where we just post the concrete stats. We are providing a short summary of this post at the very end, but we strongly advise to at least read "Changes In Unit Lines" as only that way you can follow the ideas and reasons for those changes.
Changes In Unit Lines
Skirmisher Origin & Leadership/Skirmishing Special Replacement
Healer Problem #1: Apothecary
Healer Problem #2: "Movable Regeneration Station"
Swordsman, Bladesmaster - Removal Of Slow & New Special
Rider Advancements
New Armour Set-Up, New Roles For Burner / Rover
Base Units
Disclaimer:
This is the part, where we are gonna showcase the concrete stat changes for every base unit and their new lv ups. They will be displayed using the code function and underneath every single change will be commented on. Some changes are happen for the entire unit line, so they will be commented only once. We will also provide a short summary for each units changes. If a commentary ends in f.a.lv. it means that the comment is valid for all lv-ups of that specific unit.
Soldier Line
Soldier Lv Ups
Rover Line
Burner Line
Rider Line
Rider Lv Ups
Herbalist Line
Summery
As promised, here is a short recap of the changes explained in the two sections of this thread. This will however not replace reading the main points. If you skipped directly to this part, you might not get an subjective opinion on these changes.
Last edited by ghype on June 27th, 2019, 9:27 pm, edited 7 times in total.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
Um what? Why would that not make sense?
Um, Cataphract is a real historical thing from the Middle East, so I think that should override any concerns of it not sounding "Wesnoth-ish".ghype wrote: ↑March 25th, 2019, 8:26 pm note: There is still a naming problem coming from the 1.14 version of DF because the lv2 Sunderer and lv3 Cataphrakt have cool sounding names, but do not sound "wesnoth"-ish. We could discuss some new names for these units as well since we started doing this for others ones as well.
Now onto the actual changes...
- Generally speaking I don't care much about changes to numerical stats; I might make an exception here and there though.
- I don't really care about the removal of the fearless trait.
- The removal of melee marksman is kinda disappointing. I understand your reasoning for removing it on the L1 unit, but couldn't it be added on L2 or L3? Doesn't necessarily need to be on the Soldier line, though in my opinion it would fit the Bladesmaster quite well thematically.
- I wish you'd explained better what the "shock" special does actually does (yeah, I know I can look it up in UtBS); also, the name doesn't feel like it fits for a shield bash effect.
- I don't think I'd call the Spearguard's ranged weapon a javelin... I mean, do they carry a bundle of javelins plus a normal spear?
- Skirmisher new name should probably be something indicative of a higher rank, such as Marshal, General, even Sergeant or the like; but ideally picking something with a Middle-Eastern theme. The level-up would of course follow the same theme.
- Removal of Harrier is a bit disappointing for some reason.
- You never mentioned what advancement was removed from the Rover line in the details area. Yeah, I can just look it up, but...
- I guess the removal of fire melee is fine for the Burner line... at least they still have their flamethrower or whatever it is.
- It doesn't make sense for a mounted sword/bow fighter to be called a Sunderer. Furthermore, this creates rather a major lore problem as cataphracts are known specifically for using a lance. Basically I don't support the weapon changes to this line. Or rather, while I guess they're fine units in their own right, these are no longer a sunderer and cataphract, and I would like to see the cataphract kept around.
- The idea of a branching advancement tree for the herbalist is kinda nice, so I support that idea. I'm not sure how to feel about the changes to their healing, though. (Also, for terminology, I think we shouldn't have "self-heal" and "regenerates" as separate abilities. I'd prefer to see "regenerate +4" and "regenerate +8" or "self-heal +4" and "self-heal +8".)
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
Very good question. If you consider other units (such as thief or ghost) you will see such a transformation happen. But for the thematic role we saw in the Rover we decided that it would be best to not shift the unit line as much as the lvl 2 Skirmisher did.
In regards to this specific quote it is perhaps better stated that we felt it valuable to give leadership to the faction, we felt that the Rover unit should not lose its ranged attack which was a key part of the unit, and we felt that if the Rover did keep its ranged attack this lvl 2 mixed fighter would be OP with either skirmisher or leadership given to it.
Furthermore, since we decided it necessary to reduce the Rover to 5mp for balance we thought it best not to create a 5mp Skirmisher which would be less effective. And in accordance with the addition of other Skirmisher unit (the Shield Breaker) there was effectively no value in adding skirmisher to this unit line.
Again this is merely a matter of preference. It is good to get other perspectives and we appreciate your feedback. Personally we felt that Cataphract was not in the same style as the other unit names in the DF faction but that is up for debate.Um, Cataphract is a real historical thing from the Middle East, so I think that should override any concerns of it not sounding "Wesnoth-ish".
It certainly could be left on the L3 unit. We just went with consistency in this case and also many in the community and on our team expressed a dislike with melee marksman. Balance for higher level units is less important but most likely (since the L2 is a leader option) it would be best to leave it off the L2 for the same reasons as the L1 (and there are a LOT of reasons as you probably noticed
- The removal of melee marksman is kinda disappointing. I understand your reasoning for removing it on the L1 unit, but couldn't it be added on L2 or L3? Doesn't necessarily need to be on the Soldier line, though in my opinion it would fit the Bladesmaster quite well thematically.

Ghype would be the best one for this explanation. From reading the code it looks like it reduces enemy strikes by 1 to a minimum of 1. So if I attack the elvish fighter he attacks back with only 3 instead of 4 strikes.[*]I wish you'd explained better what the "shock" special does actually does (yeah, I know I can look it up in UtBS); also, the name doesn't feel like it fits for a shield bash effect.
EDIT:
Code: Select all
#define WEAPON_SPECIAL_SHOCK
# Canned definition of the Shock ability to be included in a
# [specials] clause.
[attacks]
id=shock
name= _ "shock"
description= _ "When this attack is used on offense, the opponent will retaliate with one less strike than normally, to a minimum of one strike."
sub=1
active_on=offense
apply_to=opponent
[filter_base_value]
greater_than=1
[/filter_base_value]
[/attacks]
#enddef
What would you suggest? I imagined that, because throwing your main spear would be dumb[*]I don't think I'd call the Spearguard's ranged weapon a javelin... I mean, do they carry a bundle of javelins plus a normal spear?

Good idea. Possibilities could include Captain, Ruler, Chieftain, Conqueror, Mogul, (I would avoid names that have Lvl 1 connotations such as Sergeant).[*]Skirmisher new name should probably be something indicative of a higher rank, such as Marshal, General, even Sergeant or the like; but ideally picking something with a Middle-Eastern theme. The level-up would of course follow the same theme.
I understand that. I personally was not fond of the loss of the unit either. But with the addition of two units from the removal: the SB skirmisher and the addition of a L2 leadership unit, I feel that the faction has improved and not lost from the change.[*]Removal of Harrier is a bit disappointing for some reason.
Good point. I will ask ghype to update that.[*]You never mentioned what advancement was removed from the Rover line in the details area. Yeah, I can just look it up, but...

That makes sense. Our main issue with the entire pierce line was the fact that it had such a frustrating lance attack. The idea was unique, but I personally didn't find it very fun. Perhaps others have a different opinion.[*]It doesn't make sense for a mounted sword/bow fighter to be called a Sunderer. Furthermore, this creates rather a major lore problem as cataphracts are known specifically for using a lance. Basically I don't support the weapon changes to this line. Or rather, while I guess they're fine units in their own right, these are no longer a sunderer and cataphract, and I would like to see the cataphract kept around.
Yeah the poisoner is just a great idea[*]The idea of a branching advancement tree for the herbalist is kinda nice, so I support that idea. I'm not sure how to feel about the changes to their healing, though.


Balance-wise it is imperative that the Herbalist no longer have heals +8. At the same time the addition of regen +4 makes it still the most powerful lvl 1 'healer'. We felt this was the best attempt to keep the theme while also retaining balance and interest.
We agree.(Also, for terminology, I think we shouldn't have "self-heal" and "regenerates" as separate abilities. I'd prefer to see "regenerate +4" and "regenerate +8" or "self-heal +4" and "self-heal +8".)
[/list]

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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
The_Gnat wrote: ↑March 26th, 2019, 2:31 amAgain this is merely a matter of preference. It is good to get other perspectives and we appreciate your feedback. Personally we felt that Cataphract was not in the same style as the other unit names in the DF faction but that is up for debate.Um, Cataphract is a real historical thing from the Middle East, so I think that should override any concerns of it not sounding "Wesnoth-ish".
Cataphracts seem to be Persian (Iranian) in origin, so they fit the Middle-Eastern theme very well. The similarity to the loyalist horsemen is unavoidable, as cataphracts may have influenced the medieval knights as well, but I don't think this is a bad thing.The_Gnat wrote: ↑March 26th, 2019, 2:31 amThat makes sense. Our main issue with the entire pierce line was the fact that it had such a frustrating lance attack. The idea was unique, but I personally didn't find it very fun. Perhaps others have a different opinion.[*]It doesn't make sense for a mounted sword/bow fighter to be called a Sunderer. Furthermore, this creates rather a major lore problem as cataphracts are known specifically for using a lance. Basically I don't support the weapon changes to this line. Or rather, while I guess they're fine units in their own right, these are no longer a sunderer and cataphract, and I would like to see the cataphract kept around.
Does the problem lie in the incredibly high damage of the lance attack? (I have to say that 29-1 and 44-1 do seem pretty extreme.) Would reducing that help make it more fun? I'm not as attached to the mace attack (though it does serve to give it a different flavour than the loyalist horsemen), but if there's any way the lance can be retained, I think it should be. Or, what if they were neutral instead of lawful? I have no idea if that would make any difference though. (I wouldn't make them chaotic or liminal; it wouldn't fit the theme.)
I think I'd like to see it kept on the L3 at least - it really puts the "master" in Blademaster.The_Gnat wrote: ↑March 26th, 2019, 2:31 am It certainly could be left on the L3 unit. We just went with consistency in this case and also many in the community and on our team expressed a dislike with melee marksman. Balance for higher level units is less important but most likely (since the L2 is a leader option) it would be best to leave it off the L2 for the same reasons as the L1 (and there are a LOT of reasons as you probably noticed).

I dunno... but anyway, it turns out the loyalist spearman already has the same setup, so I retract this objection.
Maybe Captain for the L2 and Emir for the L3? A curious effect of this new line is that the sole L4 Dunefolk unit suddenly becomes less of a "glorious leader" unit.The_Gnat wrote: ↑March 26th, 2019, 2:31 amGood idea. Possibilities could include Captain, Ruler, Chieftain, Conqueror, Mogul, (I would avoid names that have Lvl 1 connotations such as Sergeant).[*]Skirmisher new name should probably be something indicative of a higher rank, such as Marshal, General, even Sergeant or the like; but ideally picking something with a Middle-Eastern theme. The level-up would of course follow the same theme.
(By the way, the warmaster wasn't mentioned in this thread for whatever reason, but I think the idea of it becoming a duel-wielder is cooler than retaining its shield.)
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
True, but the faction is less associated with the Middle-East since the renaming. I feel like either way is arguable.Celtic_Minstrel wrote: ↑March 26th, 2019, 3:41 am Cataphracts seem to be Persian (Iranian) in origin, so they fit the Middle-Eastern theme very well. The similarity to the loyalist horsemen is unavoidable, as cataphracts may have influenced the medieval knights as well, but I don't think this is a bad thing.
That is one of the problems but there are also a number of others. I don't know if you have had time to read the Piercer removal section (it is long so if you haven't yet that is fineDoes the problem lie in the incredibly high damage of the lance attack? (I have to say that 29-1 and 44-1 do seem pretty extreme.) Would reducing that help make it more fun? I'm not as attached to the mace attack (though it does serve to give it a different flavour than the loyalist horsemen), but if there's any way the lance can be retained, I think it should be. Or, what if they were neutral instead of lawful? I have no idea if that would make any difference though. (I wouldn't make them chaotic or liminal; it wouldn't fit the theme.)

If you want the unit to retain a lance at higher levels, though, I would be interested in discussing possibilities. But further discussion about the Piercer probably should be continued on the other thread.

I agree.I think I'd like to see it kept on the L3 at least - it really puts the "master" in Blademaster.![]()

Yes I do think captain fits well for the level 2. As for Emir that has negative connotations in my mindMaybe Captain for the L2 and Emir for the L3? A curious effect of this new line is that the sole L4 Dunefolk unit suddenly becomes less of a "glorious leader" unit.

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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
I disagree, the renaming didn't cancel out the Middle-Eastern theme. It maybe made it a little less in-your-face, at most.
Eh?
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
Nice solution with the cavalry lines. I liked the converging level ups of Rider and Piercer we had before, but this new version is IMO even better: with only one level 1 cavalry unit it doesn't copy the Loyalists, and still feels original with the three possible advancements and conserves the theme of eastern horse cultures with the range of cavalry choices.
About the Sunderer/Cataphract: I too weep for the loss of the lance, and I propose to get rid of the bow instead, which is far too weak - weaker than the level 1! (is it possible in advancements?) - to really be a weapon of choice, and in level ups I want choices!
What I envision is a horse archer line, the marauder branch with bow and mace and the cataphract branch with sword and lance.
The sword is justified because it's present in the level 1, the lance is the conversion of the ranged pierce weapon (the bow) with a melee pierce weapon (the lance). I can see it function like a sort of fast, less resilient Drake Clasher, with the ability to choose the best weapon for combat but the loss of ranged retaliation.
Improvised stats for the Sunderer lance: 10x2 or 7x3 if you want to keep the number of piercing attacks of the level 1. Surely not one attack because it's frustrating to have such rng damage on melee as we said.
IMO the Spearguard could lose the ranged attack, it's too similar to the Spearman that way. If it needs to be buffed elsewhere to compensate, there are many solutions. I said in another topic that a spearbearer unit like the Spearguard should be more logically advancing from the Shield Breaker line which has also spears, instead of a blade-armed Soldier. Maybe we can discuss this.
The new Leadership branch is good but the other line goes to level 4 and it's strange to have such high level unit without that ability. Could be a quirk of the faction, but if we keep things like this maybe the discrepancy should be explained better in the lore.
Nice work everyone!
Edit:
About the Sunderer/Cataphract: I too weep for the loss of the lance, and I propose to get rid of the bow instead, which is far too weak - weaker than the level 1! (is it possible in advancements?) - to really be a weapon of choice, and in level ups I want choices!
What I envision is a horse archer line, the marauder branch with bow and mace and the cataphract branch with sword and lance.
The sword is justified because it's present in the level 1, the lance is the conversion of the ranged pierce weapon (the bow) with a melee pierce weapon (the lance). I can see it function like a sort of fast, less resilient Drake Clasher, with the ability to choose the best weapon for combat but the loss of ranged retaliation.
Improvised stats for the Sunderer lance: 10x2 or 7x3 if you want to keep the number of piercing attacks of the level 1. Surely not one attack because it's frustrating to have such rng damage on melee as we said.
IMO the Spearguard could lose the ranged attack, it's too similar to the Spearman that way. If it needs to be buffed elsewhere to compensate, there are many solutions. I said in another topic that a spearbearer unit like the Spearguard should be more logically advancing from the Shield Breaker line which has also spears, instead of a blade-armed Soldier. Maybe we can discuss this.
The new Leadership branch is good but the other line goes to level 4 and it's strange to have such high level unit without that ability. Could be a quirk of the faction, but if we keep things like this maybe the discrepancy should be explained better in the lore.
Nice work everyone!

Edit:
Since the Piercer is a "removed unit", the topic is this one. This one is for confirmed units.

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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
I'm mostly fine with these changes, nice job
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 better option in terms of balance, and I can't really complain about the loss of skirmirsher as it fits the new Shield Breaker unit.
However, this makes the Swordsman/Blademaster/Warmaster line kind of weird. I think the lore behind that line was that they were the leaders (hence the lvl 4 also), albeit they didn't have the leadership ability. Even with the new sprites, that line seems more leader-y than the Skirmirshers. So it comes off as a bit confusing.
Visually, the Swordsman line gave the faction a dose of that arabian nights feel, more adventurous; the new sprites are more bulky, with a military feel, and maybe some of the flavor was lost there. This is not purely art-related - it's also due to the new swordsman line having a more prominent shield attack while losing the marksman usually associated with finesse of some sort. But I acknowledge that having a dual sword wielder with lighter armor as opposed to a well-armored warrior with a shield is a personal preference and that the revised Swordsman line might grow on me.
NB, I support removing the marksman special, but along with other changes to the unit, it changes the whole impression in a way I'm personally not a huge fan of. I do like the shock special instead of slow for the shield attack though.
Maybe it's the name? In any case, I'd propose the name Harrier to be given to one of the new Shield Breaker units then, as it also fits their role.
About the Burner line, I was iffy about losing fire on melee, but if it works well with the other changes to make the faction more balanced, I'm ok with it. Giving them cold resistance is a cool touch.
Riders having three advancements is good, and I can see the Raider line being chaotic opening up a lot more strategic possibilities.
I was one of the people in support of removing the Sunderer line because of their very limited functionality due to their risky lance attack and relative cost. But the Cataphract did fit very well thematically. Now that the Rider has three advancements, I think that Sunderer/Cataphract could be worked into that nicely even if they have a lance (though not a single strike, but sth with more strikes). So in that regard, I'll echo Celtic's and Xalzar's thoughts on the matter: maybe revert some of the changes to the Sunderer, possibly by removing the bow, and giving it a 10x2 or 7x3 lance in adition to the sword. Some kind of a critical hit special might also work here (even if only for lvl 3), so it doesn't seem too similar to a Knight.
As the Sunderer no longer comes from the lvl 1 Piercer, there's no issue of it being too expensive to use; now it's just one more option you can take upon leveling. It can also be slower and more bulky than other options. This way you would have Swiftriders as scouts/ranged, Raiders as mixed attackers and ToD specialists due to chaotic, and Sunderers as pure melee and/or scout/tank hybrids. I've seen your explanations for removing the Piercer and I agree with that, but now that this type of unit is no longer recruitable, and that Rider has alternative advancement options, I think there's nothing wrong with having the Sunderer be a mobile tank (even if it's neither here nor there) with a lance, especially if we fiddle with its stats some more.
Splitting the Herbalist line was really clever. As for self-heal, I agree with Celtic_Minstrel that it should be renamed to regeneration +4 or that regen should be self-heal+8, but that's a minor thing. Blowdarts as a weapon is also quite unique.

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 better option in terms of balance, and I can't really complain about the loss of skirmirsher as it fits the new Shield Breaker unit.
However, this makes the Swordsman/Blademaster/Warmaster line kind of weird. I think the lore behind that line was that they were the leaders (hence the lvl 4 also), albeit they didn't have the leadership ability. Even with the new sprites, that line seems more leader-y than the Skirmirshers. So it comes off as a bit confusing.
Visually, the Swordsman line gave the faction a dose of that arabian nights feel, more adventurous; the new sprites are more bulky, with a military feel, and maybe some of the flavor was lost there. This is not purely art-related - it's also due to the new swordsman line having a more prominent shield attack while losing the marksman usually associated with finesse of some sort. But I acknowledge that having a dual sword wielder with lighter armor as opposed to a well-armored warrior with a shield is a personal preference and that the revised Swordsman line might grow on me.
NB, I support removing the marksman special, but along with other changes to the unit, it changes the whole impression in a way I'm personally not a huge fan of. I do like the shock special instead of slow for the shield attack though.
Same. But for some odd reason, I can't put my finger on why exactlyCeltic_Minstrel wrote: ↑March 26th, 2019, 1:00 am Removal of Harrier is a bit disappointing for some reason.

About the Burner line, I was iffy about losing fire on melee, but if it works well with the other changes to make the faction more balanced, I'm ok with it. Giving them cold resistance is a cool touch.
Riders having three advancements is good, and I can see the Raider line being chaotic opening up a lot more strategic possibilities.
I was one of the people in support of removing the Sunderer line because of their very limited functionality due to their risky lance attack and relative cost. But the Cataphract did fit very well thematically. Now that the Rider has three advancements, I think that Sunderer/Cataphract could be worked into that nicely even if they have a lance (though not a single strike, but sth with more strikes). So in that regard, I'll echo Celtic's and Xalzar's thoughts on the matter: maybe revert some of the changes to the Sunderer, possibly by removing the bow, and giving it a 10x2 or 7x3 lance in adition to the sword. Some kind of a critical hit special might also work here (even if only for lvl 3), so it doesn't seem too similar to a Knight.
As the Sunderer no longer comes from the lvl 1 Piercer, there's no issue of it being too expensive to use; now it's just one more option you can take upon leveling. It can also be slower and more bulky than other options. This way you would have Swiftriders as scouts/ranged, Raiders as mixed attackers and ToD specialists due to chaotic, and Sunderers as pure melee and/or scout/tank hybrids. I've seen your explanations for removing the Piercer and I agree with that, but now that this type of unit is no longer recruitable, and that Rider has alternative advancement options, I think there's nothing wrong with having the Sunderer be a mobile tank (even if it's neither here nor there) with a lance, especially if we fiddle with its stats some more.
Splitting the Herbalist line was really clever. As for self-heal, I agree with Celtic_Minstrel that it should be renamed to regeneration +4 or that regen should be self-heal+8, but that's a minor thing. Blowdarts as a weapon is also quite unique.
Re: Dunefolk Rework - Changes In Unit Lines & Base Units

Thank you for your comment! It is nice to hear people like what we have done!Xalzar wrote: ↑March 26th, 2019, 2:39 pm Nice solution with the cavalry lines. I liked the converging level ups of Rider and Piercer we had before, but this new version is IMO even better: with only one level 1 cavalry unit it doesn't copy the Loyalists, and still feels original with the three possible advancements and conserves the theme of eastern horse cultures with the range of cavalry choices.

Perhaps if you read the Piercer section in the REMOVED UNITS doc you will get a better understanding for the issues we had with it. The lance could certainly be added back though if the community wants that. It doesn't really effect balance too significantly on the higher levels.About the Sunderer/Cataphract: I too weep for the loss of the lance, and I propose to get rid of the bow instead, which is far too weak - weaker than the level 1! (is it possible in advancements?) - to really be a weapon of choice, and in level ups I want choices!
That is interesting. Yes the Spearguard line still doesn't quite fit so I think we would be open to hear what the community would like to do with it. I expressed in the NEW UNITS thread a few reasons why it might not be best to add it to the Shield Breaker. But overall it would fit better than coming from the Swordsman.IMO the Spearguard could lose the ranged attack, it's too similar to the Spearman that way. If it needs to be buffed elsewhere to compensate, there are many solutions. I said in another topic that a spearbearer unit like the Spearguard should be more logically advancing from the Shield Breaker line which has also spears, instead of a blade-armed Soldier. Maybe we can discuss this.
I would support giving the Leadership line lvl 4 as wellThe new Leadership branch is good but the other line goes to level 4 and it's strange to have such high level unit without that ability. Could be a quirk of the faction, but if we keep things like this maybe the discrepancy should be explained better in the lore.

--------------------
Perhaps the Swordsman line could only advance to lvl 3 and the Leadership line could go to lvl 4?Caladbolg wrote: ↑March 26th, 2019, 7:39 pm However, this makes the Swordsman/Blademaster/Warmaster line kind of weird. I think the lore behind that line was that they were the leaders (hence the lvl 4 also), albeit they didn't have the leadership ability. Even with the new sprites, that line seems more leader-y than the Skirmirshers. So it comes off as a bit confusing.
Good idea. Also for me the removal of the harrier was disappointing because it was a unit that filled some role I had always envisioned for a desert warrior. Perhaps a lone warrior stalking the sand with his sword in hand. It was just a cool unit

Okay so I guess there is agreement on this.

Thank you! Yes I also really liked the change.

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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
I really don't mind this oddity. Not every unit intended to function as a leader in lore needs to have the leadership ability - the Elvish Lord doesn't have leadership, for example.Xalzar wrote: ↑March 26th, 2019, 2:39 pm The new Leadership branch is good but the other line goes to level 4 and it's strange to have such high level unit without that ability. Could be a quirk of the faction, but if we keep things like this maybe the discrepancy should be explained better in the lore.
Yet you're talking about the same unit here too.

EDIT: I do want to add that I don't see a problem with adding the charge special to the cataphract, if it fits lore-wise and doesn't upset the balance. The fact that the loyalist horseman has this ability does not, to me, suggest that the cataphract cannot also have it. Certainly the cataphract is more like the horseman than the cavalryman (given that the former levels up to knight). That doesn't mean that I think it should have charge though
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
Yes the cataphract definitely could have a charging lance. Though I still think it would probably be best not to have only 1 strike. What do other people think?Celtic_Minstrel wrote: ↑March 27th, 2019, 1:04 am EDIT: I do want to add that I don't see a problem with adding the charge special to the cataphract, if it fits lore-wise and doesn't upset the balance. The fact that the loyalist horseman has this ability does not, to me, suggest that the cataphract cannot also have it. Certainly the cataphract is more like the horseman than the cavalryman (given that the former levels up to knight). That doesn't mean that I think it should have charge though

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Re: Dunefolk Rework - Changes In Unit Lines & Base Units
Yeah, I agree – two strikes would be better.
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
I can see it having the charge, after all only loyalist cavalry has this special (among core units) so it should be fitting for other human horsemen.The_Gnat wrote: ↑March 27th, 2019, 5:42 amYes the cataphract definitely could have a charging lance. Though I still think it would probably be best not to have only 1 strike. What do other people think?Celtic_Minstrel wrote: ↑March 27th, 2019, 1:04 am EDIT: I do want to add that I don't see a problem with adding the charge special to the cataphract, if it fits lore-wise and doesn't upset the balance. The fact that the loyalist horseman has this ability does not, to me, suggest that the cataphract cannot also have it. Certainly the cataphract is more like the horseman than the cavalryman (given that the former levels up to knight). That doesn't mean that I think it should have charge though![]()
You're right. But the right examples are not the Elvish Lord/High Lord and the Elvish Captain/Marshal, since they both stop at level 3. Better examples are the Elvish Captain/Marshal and the Elvish Sorceress/Enchantress/Sylph: the latter goes up to level 4 but has no Leadership. Granted, they are two different lines instead of advancement brancesh like in the Dunefolk faction, but there's a precedent nonetheless.Celtic_Minstrel wrote: ↑March 27th, 2019, 1:04 amI really don't mind this oddity. Not every unit intended to function as a leader in lore needs to have the leadership ability - the Elvish Lord doesn't have leadership, for example.
So I retract my observation about the Leadership.
Re: Dunefolk Rework - Changes In Unit Lines & Base Units
We actually planned to introduce a new unit line (only available as leader) which was doing exactly that. melee marksman from lv+2. Don't know why haven't thought about removing it only for the lv1. If we introduce marksman back on lv2 and lv3 (probabyl only lv3 thought), we could consider to drop the new "shock" special as well as I't wouldn't feel necessary at that point. The old slow and the suggested "shock" were just specials to expand on soldiers tanking functions. So instead of those we could boost armour slightly and thats it.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:00 am
- The removal of melee marksman is kinda disappointing. I understand your reasoning for removing it on the L1 unit, but couldn't it be added on L2 or L3? Doesn't necessarily need to be on the Soldier line, though in my opinion it would fit the Bladesmaster quite well thematically.
- I wish you'd explained better what the "shock" special does actually does (yeah, I know I can look it up in UtBS); also, the name doesn't feel like it fits for a shield bash effect.
dealCeltic_Minstrel wrote: ↑March 26th, 2019, 1:00 am
- I don't think I'd call the Spearguard's ranged weapon a javelin... I mean, do they carry a bundle of javelins plus a normal spear?
Well the skirmisher is no longer skirmishing as the it was too strong with such resistance. If you wanted a skirmishing unit it would have to be at least 0 physical or semi-elusive. But such a unit wouldn't make sense to lv up from a tank with has 20% blade/pierce. This talking from the perspective from skrimisher now coming from the soldier and not rover.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:00 am
- Skirmisher new name should probably be something indicative of a higher rank, such as Marshal, General, even Sergeant or the like; but ideally picking something with a Middle-Eastern theme. The level-up would of course follow the same theme.
- Removal of Harrier is a bit disappointing for some reason.
- You never mentioned what advancement was removed from the Rover line in the details area. Yeah, I can just look it up, but...
Obviosly Rover's Skimrisher advancement was removed as it is now to be found on the soldier line.
I guess the only way the old skirmisher/harrier could is if we re-design it's sprite so it looks more alike the rover and not like the soldier. But that would render the Shield Breaker pointless which has DF needs for some melee pierce
we are working on introducing the sunderer/CTP back.Celtic_Minstrel wrote: ↑March 26th, 2019, 1:00 am
- It doesn't make sense for a mounted sword/bow fighter to be called a Sunderer. Furthermore, this creates rather a major lore problem as cataphracts are known specifically for using a lance. Basically I don't support the weapon changes to this line. Or rather, while I guess they're fine units in their own right, these are no longer a sunderer and cataphract, and I would like to see the cataphract kept around.
as mentioned in the art thread, we planning to do exactly that. making him more glorious and weild two blades.Celtic_Minstrel wrote: ↑March 26th, 2019, 3:41 am Maybe Captain for the L2 and Emir for the L3? A curious effect of this new line is that the sole L4 Dunefolk unit suddenly becomes less of a "glorious leader" unit.
(By the way, the warmaster wasn't mentioned in this thread for whatever reason, but I think the idea of it becoming a duel-wielder is cooler than retaining its shield.)
I commented on this problem in the last section of my comment hereXalzar wrote: ↑March 26th, 2019, 2:39 pm IMO the Spearguard could lose the ranged attack, it's too similar to the Spearman that way. If it needs to be buffed elsewhere to compensate, there are many solutions. I said in another topic that a spearbearer unit like the Spearguard should be more logically advancing from the Shield Breaker line which has also spears, instead of a blade-armed Soldier. Maybe we can discuss this.
I think I mentioned also somewhere not every "king" is a good tactical leader on battle field.
stuff I worked on: Dunefolk Rework - ghype's Daily Art