Dunefolk Rework - Design Flaws & Match-Ups
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Dunefolk Rework - Design Flaws & Match-Ups
Here we combined the topics of Dunefolk's general design flaws and their problems on certain match-ups which are the key causes of the Dunefolk currently being unbalanced. The important topic here is Dunefolk's design flaw, but you are welcome to also comments on the problems regarding their match ups.
Design Flaws
Alignment:
Low Damage:
Marksman:
Armour:
Liminal:
Match-Ups
Note: Following match-ups discusses situations before the rework
Overall Issues:
Previously we discussed the problems in design of the faction. This section considers the fundamental issues in matchups which make it currently very unbalanced. Only the current issues are mentioned for the general information and to help you understand the primary issues which we have had to solve in our rebalancing of the faction. No changes in DF are considered in this section but can be found in the next post.
Note: Here is a thread Computer_Player giving even more details to the problems of the current DF in case you interested to read more. He also created an overview of many recourses regarding the development and balancing of former Khalifat in the past.
Loyalists:
This is the hardest matchup for DF. The DF has very little counter play against basically all the Loyalist units. Fundamentally the Loyalists lawful units are stronger, deal more damage and can easily out preform DF units on low defense.
Drakes:
The lack of damage again is the problem, and drakes are more mobile than the Dunefolk. Their low defense make marksman useless against any drake and the lack of pierce damage of the Dunefolk units makes killing drakes even harder, the units just don’t deal enough damage. A liminal rush or lucky attack during liminal bonus can work but it heavily depends on the skill of the drake player.
Northeners :
Trolls. If the northerners spam trolls there is little you can do. If they don’t DF has a chance but the possibility makes the matchup hard. Burners can deal ok damage vs trolls but they are quite expensive and too vulnerable to impact. The entire faction deals little damage and is vulnerable to impact – a dream matchup for the enthusiasts of building walls of trolls.
Rebels :
This is probably the best matchup for the Dunefolk out of them all, but still, they don’t do very well. Soldiers will beat fighters but Woses will beat Soldiers. Burners do pretty well vs. Woses but they are expensive, and if the Elf player plays well he can win with Woses against burners having some fighter support.
Undead:
It could even be the second worst matchup for the Dunefolk, or maybe even the worst following the recent cold resistance nerfs. It is definitely not true that Dunefolk has ever done well against undead. The low damage makes it extremely hard to kill adepts that will kill all of your units, if supported by skeleton archers it’s even worse, they do pretty well against burners because of the burner’s cost. Zombies also do well because of the impact weakness. The undead army is way stronger than what the Dunefolk can field.
Knalgan:
The guards and thunderers work pretty well. Dunefolk can win, but in a long game the Dwarf should have the advantage due to the difficulty for the DF to kill guards. The dwarves don’t deal with Soldiers that well either, which is a redeeming factor, but in a longer engagement thunderers still do pretty well.
Design Flaws
Alignment:
- The combination of liminal units and lawful units, coupled with the design choices in the faction essentially means that no matter the changes that could be introduced, except creating a new faction from the start that would be more similar to one of the default factions, the DF cannot be as balanced as the other default factions. In short the reason is lack of counter play against mainly the Loyalists, but the difference is not that big. This means that DF can be close, but it will never be as well balanced as the other default factions.
Low Damage:
- It appears impossible to balance Dunefolk as well as the other 6 default factions without significantly changing its faction concept and making it similar to one of the original 6 factions.
We have tried to avoid making the faction similar to the others in mainline and so much of its design has had to be changed. A key issue is the Dunefolk unit's generally have low damage output, especially for how much they cost. For example the unit that deals the most damage with an attack – Soldier, costs 18 and deals the most damage only because of marksman, which is useless when fighting units on low defense. The result is that killing units becomes harder, especially when defending and fighting units on low defense.
Marksman:
- Marksman is both thematically wrong for melee and imbalanced and inappropriate for the DF Soldier. The detailed explanation is quite long but in short - it is very situational and it is useless when fighting units on low defense, unlike magic. This renders it overall unreliable in many matchups causing an issue for DF balancing.
- Units with marksman sacrifice strength of their attack for ability to hit more often leaving them vulnerable Vs units with low defence, and high resistances or hp, and also vulnerable fighting units on flat and bad terrain. Core unit should be able to perform well in every circumstances but instead marksman makes this unit more of a specialist (this is part of the reason DF is so unbalanced against Trolls and Woses).
more about
Armour:
- The 10% blade -10% impact resistances on some of the DF units essentially make the faction counter all the units dealing blade damage, and make it vulnerable to all the units dealing impact damage, eg like trolls. All this does is cause many matchup issues, with such resistances across the entire faction. This makes the DF units stronger in some matchups and weaker in others, essentially making balancing impossible.
more about
- Furthermore, this armour set up sometimes creates confusing interpretations regarding the visual appearance of some units. Some units look unarmored but still have some positive resistances.
This problem has been discussed numerous times already and there is no need to explain this further. We however decided to find a solution without changing the core idea (though it would have been much easier if we would have normalised them). We changed some aspects regarding the armour more, some less - these will be elaborated in later sections.
Liminal:
- This is a complex problem but in short – the alignment could be replaced with neutral and the liminal units would work just as well or better, it is essentially a pointless alignment. Having units with 4 out 6 times in a turn -25% was just counter-intuitive. With the coming 1.15 release this will be changed for the better. Liminal units will now be +25% 2 times a turn and the remaining 4 times they remain neutral. Most of our initial discussions where mostly about whether we want to keep liminal or remove it completely. Since most players prefer having a fully balanced mainline faction over a non-balanced mainline faction - removing liminal would have made the most sense. We have, however, decided to approach the balancing with the new alignment and are with our results. The key point to note is that the new unit stats have ALL been reduced to compensate for the now 25% higher damage at all times of day. Please note this does not reflect an actual change in stats and all the DF units hit the same despite the reduction.
more about
Match-Ups
Note: Following match-ups discusses situations before the rework
Overall Issues:
Previously we discussed the problems in design of the faction. This section considers the fundamental issues in matchups which make it currently very unbalanced. Only the current issues are mentioned for the general information and to help you understand the primary issues which we have had to solve in our rebalancing of the faction. No changes in DF are considered in this section but can be found in the next post.
Note: Here is a thread Computer_Player giving even more details to the problems of the current DF in case you interested to read more. He also created an overview of many recourses regarding the development and balancing of former Khalifat in the past.
more about:
Loyalists:
This is the hardest matchup for DF. The DF has very little counter play against basically all the Loyalist units. Fundamentally the Loyalists lawful units are stronger, deal more damage and can easily out preform DF units on low defense.
more about:
Drakes:
The lack of damage again is the problem, and drakes are more mobile than the Dunefolk. Their low defense make marksman useless against any drake and the lack of pierce damage of the Dunefolk units makes killing drakes even harder, the units just don’t deal enough damage. A liminal rush or lucky attack during liminal bonus can work but it heavily depends on the skill of the drake player.
more about:
Northeners :
Trolls. If the northerners spam trolls there is little you can do. If they don’t DF has a chance but the possibility makes the matchup hard. Burners can deal ok damage vs trolls but they are quite expensive and too vulnerable to impact. The entire faction deals little damage and is vulnerable to impact – a dream matchup for the enthusiasts of building walls of trolls.
more about
Rebels :
This is probably the best matchup for the Dunefolk out of them all, but still, they don’t do very well. Soldiers will beat fighters but Woses will beat Soldiers. Burners do pretty well vs. Woses but they are expensive, and if the Elf player plays well he can win with Woses against burners having some fighter support.
more about
Undead:
It could even be the second worst matchup for the Dunefolk, or maybe even the worst following the recent cold resistance nerfs. It is definitely not true that Dunefolk has ever done well against undead. The low damage makes it extremely hard to kill adepts that will kill all of your units, if supported by skeleton archers it’s even worse, they do pretty well against burners because of the burner’s cost. Zombies also do well because of the impact weakness. The undead army is way stronger than what the Dunefolk can field.
more about
Knalgan:
The guards and thunderers work pretty well. Dunefolk can win, but in a long game the Dwarf should have the advantage due to the difficulty for the DF to kill guards. The dwarves don’t deal with Soldiers that well either, which is a redeeming factor, but in a longer engagement thunderers still do pretty well.
more about:
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Design Flaws & Match-Ups
The proposal I am about to make mostly relates to what is posted above, but also the added/removed units thread and the changed units thread. So I will post it here where it is definitely most relevant, just keep in mind it comes from a broader look at the state of your dunefolk proposal.
Also, I want to say that in a general sense, I do appreciate how much work went into trying to balance this faction against the default ones. The fundamental flaws detailed above were likely never recognized by this faction's original creator. Thus, the months it took you to get to this point could easily have been twice as long for such a project as this.
There are two big problems with the end result though. One is that, as detailed above, the dunefolk can never be fully balanced with default for reasons fundamental to their design. The other problem is that, in the attempt to get as close to default balance as possible, the few stand out features that kept the faction from being fully bland had to be sacrificed. Gone is the one flyer (falcon), the super heavy calvarly (piercer), the supreme healer (herbalist), the melee marksman (soldier) and the dual fire attack wielder (burner). In return there is only a naga equivalent of the merman hunter and a strangely slow moving but otherwise basic skirmisher. The recruitable units are all (with the exception of another naga unit) just basic medieval human soldiers with basic abilities and weaknesses; the selling points of the faction have been erased.
To overcome these problems, the following is proposed:
After The Fall Era
A new era, set in the canonical timeline, with the goal of achieving mainline quality balance between its own factions, yet freed of the requirement for balance compatibility with the already crowded-with-factions default era. This era would fully replace default+dunefolk era and include:
Also, I want to say that in a general sense, I do appreciate how much work went into trying to balance this faction against the default ones. The fundamental flaws detailed above were likely never recognized by this faction's original creator. Thus, the months it took you to get to this point could easily have been twice as long for such a project as this.
There are two big problems with the end result though. One is that, as detailed above, the dunefolk can never be fully balanced with default for reasons fundamental to their design. The other problem is that, in the attempt to get as close to default balance as possible, the few stand out features that kept the faction from being fully bland had to be sacrificed. Gone is the one flyer (falcon), the super heavy calvarly (piercer), the supreme healer (herbalist), the melee marksman (soldier) and the dual fire attack wielder (burner). In return there is only a naga equivalent of the merman hunter and a strangely slow moving but otherwise basic skirmisher. The recruitable units are all (with the exception of another naga unit) just basic medieval human soldiers with basic abilities and weaknesses; the selling points of the faction have been erased.
To overcome these problems, the following is proposed:
After The Fall Era
A new era, set in the canonical timeline, with the goal of achieving mainline quality balance between its own factions, yet freed of the requirement for balance compatibility with the already crowded-with-factions default era. This era would fully replace default+dunefolk era and include:
- Desert themed maps specifically balanced for After The Fall era factions.
- - Dunefolk faction. The spiritual successors (or direct successors) of the medieval-human-themed loyalist faction from the previous era. (Also dunefolk might rightly blame use of magic for the catastrophe of "The Fall" that has reshaped the face of the world). Could include some wilder unit designs and concepts, as this era will have its own balancing to be built around them.
- - Quenoth faction. The direct successors of the rebels faction from previous era (elves). They can include any of the units from UtBS plus any new ones that serve to fill out the quenoth elves as a multiplayer-balanced faction of this era.
- - Steelbeast Dwarves. Sheltered beneath the surface of Irdya for all these thousands of years, the dwarves of this era have reached an early industrial revolution with some primitive steampunk flavored unit designs. The basic default era dwarvish units can also be carried over from default era (to whatever extent such is desired) as existing dwarvish units have no terrain penalties for desert terrain versus flat.
- - Drake and/or Saurian faction. Direct successors of the reptilian faction from default era, but with any amount of added, removed or modified units to fit the new balance and maps better. Both races do quite well on desert terrains so the drake faction could even be dropped into the After the Fall era "as is".
- - Heavily Evolved Undead (or Jinn) faction.
- - Any completely new faction, if desired. Perhaps one pulled from UMC that is or can be made compatible with the desert themed maps and the factional balance of After the Fall era.
- - A whole new era of the canonical timeline with comparatively unlimited room for new stories, new heros and villains, new mysteries to set in new campaigns that expand the world of the far future UtBS time period. No canonical conflict regarding the origins of human dunefolk or their lack of interaction with the kingdom of wesnoth. All such issues are resolved by the future placement of this era on the canonical timeline.
Re: Dunefolk Rework - Design Flaws & Match-Ups
There is one thing you you did not consider how ever. The creation process of the very very initial Khalifate which ended up being todays Dunefolk over years of Sleepwalker's and thespaceinvader's work. That being said, Sleepwalker and thespaceinvaders based the faction's balance on their sprite. That means they didn't created sprites based on a balanced concept of hypothetical unit, but rather forced balancing decisions on their sprites. Short said: first was the sprites and then the balance. Which is not good.
As demonstrated in the art thread for the base untis, in the timeline, the creation progress of Khalifat's sprites was rather messy with on/off sessions of Sleepwalker which at some times took years. Those were no good conditions to make a "fully balanced faction" as you would say it.
Thanks to my research and studying the entire thread of Sleepwalkers worth 26 pages of comments, thoughts and ideas - combined with the art skills of my team and me - we were able to finish Sleepwalker's vision in a very balanced fashion.
Its not, it will remain mainline.
Neither is this gone as cataphract will be introduced back.
The current herbalist is still "supreme", but in a different way.
This too will be introduced back (not on lv1 though)
If you want a cool unit yes. But if you want to actually play this unit mp, then dual fire would render this unit useless against drakes. Not a big bummer though, really not.
The naga yet is not comparable to any other naga/mermain in mp wesnoth and once we decided upon a final concept for the naga, it certainly will be even more unique. And I also doubt you can call the new skirmisher "basic" with a semi-elusive movetype with a coupled with some abilities.
About that i really don't know what to say. I think it would defeat the purpose of what we worked for the last few months would only complicated the situation. but thats just my thought.
Thank you anyway @name, your feedback is much appreciated.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Dunefolk Rework - Design Flaws & Match-Ups
Firstly there is unreleased unit actually. I wasn't in charge of doing posts but somehow this slipped thru.
Secondly it's not proposal but advertisement. Let's call things by name.
Lastly, then how its even possible that content creators have unbalanced eras, even if they try and have few factions? I could say that they may not have talent or expireince needed for that. So what makes you think that you have that? I will ask you a simple (for me) question: Why cavalry unit with only 6 mp and of cost over lets say 21 would never be accepted by players in default environment and by extension why unit like that could never be balanced without using special abilities? What is behind this?
Could you also specify your method of balancing? And showcase some of current balance?
Secondly it's not proposal but advertisement. Let's call things by name.
Lastly, then how its even possible that content creators have unbalanced eras, even if they try and have few factions? I could say that they may not have talent or expireince needed for that. So what makes you think that you have that? I will ask you a simple (for me) question: Why cavalry unit with only 6 mp and of cost over lets say 21 would never be accepted by players in default environment and by extension why unit like that could never be balanced without using special abilities? What is behind this?
Could you also specify your method of balancing? And showcase some of current balance?
Last edited by Hejnewar on March 29th, 2019, 8:04 pm, edited 1 time in total.
Re: Dunefolk Rework - Design Flaws & Match-Ups
First of all I want to say that your idea is very interesting, in fact in the very beginning of the project there were thoughts that creating a completely new era was the only way to have Dunefolk even remotely balanced, the other alternative was conceding that its too flawed and scrapping the faction. As it turned out it was not really the case, and after some major changes DF could be made rather balanced.name wrote: ↑March 29th, 2019, 6:06 pm The proposal I am about to make mostly relates to what is posted above, but also the added/removed units thread and the changed units thread. So I will post it here where it is definitely most relevant, just keep in mind it comes from a broader look at the state of your dunefolk proposal.
Also, I want to say that in a general sense, I do appreciate how much work went into trying to balance this faction against the default ones. The fundamental flaws detailed above were likely never recognized by this faction's original creator. Thus, the months it took you to get to this point could easily have been twice as long for such a project as this.
There are two big problems with the end result though. One is that, as detailed above, the dunefolk can never be fully balanced with default for reasons fundamental to their design. The other problem is that, in the attempt to get as close to default balance as possible, the few stand out features that kept the faction from being fully bland had to be sacrificed. Gone is the one flyer (falcon), the super heavy calvarly (piercer), the supreme healer (herbalist), the melee marksman (soldier) and the dual fire attack wielder (burner). In return there is only a naga equivalent of the merman hunter and a strangely slow moving but otherwise basic skirmisher. The recruitable units are all (with the exception of another naga unit) just basic medieval human soldiers with basic abilities and weaknesses; the selling points of the faction have been erased.
To overcome these problems, the following is proposed:
After The Fall Era
A new era, set in the canonical timeline, with the goal of achieving mainline quality balance between its own factions, yet freed of the requirement for balance compatibility with the already crowded-with-factions default era. This era would fully replace default+dunefolk era and include:
The task of fully balancing dunefolk while allowing them an interesting and unique theme and unit designs becomes possible and comparatively easy when you have the power to fully modify the factions they are to be balanced against (something that cannot be done with default era) as well as the map design. At the same time, many of the new factions of this era can carry over as many units (and the corresponding sprite work) from default era as is desired to reduce workload and create a sense of continuity. And you could have fewer than six factions, initially or permanently, so as to reduce the balance complexity further.
- Desert themed maps specifically balanced for After The Fall era factions.
-- Dunefolk faction. The spiritual successors (or direct successors) of the medieval-human-themed loyalist faction from the previous era. (Also dunefolk might rightly blame use of magic for the catastrophe of "The Fall" that has reshaped the face of the world). Could include some wilder unit designs and concepts, as this era will have its own balancing to be built around them.
-- Quenoth faction. The direct successors of the rebels faction from previous era (elves). They can include any of the units from UtBS plus any new ones that serve to fill out the quenoth elves as a multiplayer-balanced faction of this era.
-- Steelbeast Dwarves. Sheltered beneath the surface of Irdya for all these thousands of years, the dwarves of this era have reached an early industrial revolution with some primitive steampunk flavored unit designs. The basic default era dwarvish units can also be carried over from default era (to whatever extent such is desired) as existing dwarvish units have no terrain penalties for desert terrain versus flat.
-- Drake and/or Saurian faction. Direct successors of the reptilian faction from default era, but with any amount of added, removed or modified units to fit the new balance and maps better. Both races do quite well on desert terrains so the drake faction could even be dropped into the After the Fall era "as is".
-- Heavily Evolved Undead (or Jinn) faction.
-- Any completely new faction, if desired. Perhaps one pulled from UMC that is or can be made compatible with the desert themed maps and the factional balance of After the Fall era.
-- A whole new era of the canonical timeline with comparatively unlimited room for new stories, new heros and villains, new mysteries to set in new campaigns that expand the world of the far future UtBS time period. No canonical conflict regarding the origins of human dunefolk or their lack of interaction with the kingdom of wesnoth. All such issues are resolved by the future placement of this era on the canonical timeline.
However creating a new era doesn't seem very practical, new sprites are needed and somebody needs to come up with balanced statistics for units, in general it requires really a lot of work. But maybe even more importantly it didn't seem that this was what people and the devs would want.
In the end, Dunefolk could probably be made to fit better in a custom made era than in default+dunefolk era, default era with its 6 factions is complete. Maybe in the end it is the best solution, it it doesn't seem practical.
"The other problem is that, in the attempt to get as close to default balance as possible, the few stand out features that kept the faction from being fully bland had to be sacrificed."
Yes, but there is actually an idea to add a new interesting unit - Dust Spirit, a version with it would be an alternative to the DF+Naga version and it was supposed to be added on release, but for various reasons it didn't happen. But it will be added in an update soon.
"A lion doesn't concern himself with the opinions of the sheep." - Tywin Lannister
Re: Dunefolk Rework - Design Flaws & Match-Ups
Yes, it requires a lot of work, but that's not a reason to dismiss it out of hand. If you look at wesnoth 0.x, it's a far cry from modern wesnoth, but the work has been done to get from that game to the current one. And work is being done right now on reimplementing wesnoth in godot, which may put us in an even better place.Krogen wrote: ↑March 29th, 2019, 7:59 pm However creating a new era doesn't seem very practical, new sprites are needed and somebody needs to come up with balanced statistics for units, in general it requires really a lot of work. But maybe even more importantly it didn't seem that this was what people and the devs would want.
If someone wants to work on an ATF era, I say they should go right ahead and work on it. They can use placeholder sprites while they figure out the lore and balance, and publish their work to the addon server. This way we'll have much better data on whether the effort is popular with players.
name, the proposal for an ATF era is interesting, but I think it should be discussed in a new thread, not here.
Re: Dunefolk Rework - Design Flaws & Match-Ups
Agreed.
I was only referring to the dunefolk multiplayer faction and specifically your modification thereof. For a multiplayer faction, the recruitable units (level 1 units sometimes with some level 0 mixed in) are far and away what matters. The level 2 units on average occur only in very small numbers outside of survival scenarios and a level 3 unit almost never plays a role in a multiplayer match.ghype wrote: ↑March 29th, 2019, 7:15 pm Its not, it will remain mainline.
Neither is this gone as cataphract will be introduced back.
The current herbalist is still "supreme", but in a different way.
This too will be introduced back (not on lv1 though)
If you want a cool unit yes. But if you want to actually play this unit mp, then dual fire would render this unit useless against drakes. Not a big bummer though, really not.
So what is concerning is that, while you almost certainly have improved the balance with this mod, to do so you stripped away the only interesting aspects of the faction in the multiplayer environment it is intended to occupy without replacing these with equally or more interesting aspects.
It is like if, in the earlier days of wesnoth balance, you improved the balance of the undead by removing the undead trait and extreme resistances from most of the units and made the dark adept as expensive as a mage. Or balanced the drakes by removing the flight move type from all but the glider and lowering the gold costs.
Put another way, you can always make a faction more balanced by removing its differences from others. Chess is so balanced as it is because both sides are identical.
Also, liminal is as lousy for balance as it is unfun to play (as you thoroughly detailed yourself) and neutral would be better, so why keep liminal then? You made such a strong cause for dropping the liminal alignment gimmick in your original post, so why is it still not dropped?
This naga currently, seems to combine the naga movetype with the merman hunter, only with a bit more melee and less range. It is not a clone, but it is not very interesting either.
I do not know what better name to call this than 'basic':
Code: Select all
Shield Breaker Lv1
- hp: 32
- mp: 5
- cost: 16g
- xp: 45
- skirmisher
- melee: 4-4 blade
-ranged: 6-1 impact
Well I am sorry about that, but in truth you did go private with your work for those last few months. There was no opportunity to alter the general direction you were headed in before this much was committed.
As for the proposal of a new era, a big part of the reason I included suggestions of reusing many units from default era is because that helps you preserve an amount of the work you already did. Dunefolk vs Drakes, for example, might play exactly the same. Yet you have the options to modify the drake faction if there is something about it that fundamentally cannot be balanced with your dunefolk mod, since these are future drakes that might have evolved in so much time.
There was already an attempt to replace default with default+dunefolk and make the former default a selectable "minus-dunefolk" era that would later be deprecated. And that was before all of this recent balancing, which certainly was not balanced at all. So given the politics involved, I believe either the dunefolk end up in their own era or they will be forced into default at some future point, regardless of whether or not it is actually a good idea.
I hope I am wrong. But it does seem very much like dunefolk act as a kind of "blank check" 7th faction predestined to be inserted into default era at a latter date, only because they were so prematurely mainlined over a dozen years ago.
I will check that out when it is available then.Krogen wrote: ↑March 29th, 2019, 7:59 pm Yes, but there is actually an idea to add a new interesting unit - Dust Spirit, a version with it would be an alternative to the DF+Naga version and it was supposed to be added on release, but for various reasons it didn't happen. But it will be added in an update soon.
That was the idea. People will continue to want to develop new mainline things for the game. But default era is full. A new mainline era will give new balancers, designers, sprite artists, etc., something to work on for the next decade of wesnoth's development.josteph wrote: ↑March 30th, 2019, 5:18 pm Yes, it requires a lot of work, but that's not a reason to dismiss it out of hand. If you look at wesnoth 0.x,
Agreed.
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Re: Dunefolk Rework - Design Flaws & Match-Ups
The Dunefolk were not mainlined that long ago. They were first added in 1.9.6, which was released just under 8 years ago. They were then removed in 1.9.10. Then they were re-added in 1.11.8, which was released a little over 5 years ago. Therefore they also would not have been in a stable release of Wesnoth until 1.12.0, which was about 4.5 years ago.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Dunefolk Rework - Design Flaws & Match-Ups
Personally I think you are free to develop your era, first of all it could be an interesting UMC era. This doesn't have much to do with what we have done in this project. Im interested what could come out of it. Of course since its your era, you can use any version of the Dunefolk you want and I think it would be also alright if you used our version (if so then it would be nice if you gave us credit for that).
"A lion doesn't concern himself with the opinions of the sheep." - Tywin Lannister
Re: Dunefolk Rework - Design Flaws & Match-Ups
My mistake. I guess after everything it seemed more time had passed.Pentarctagon wrote: ↑March 31st, 2019, 4:09 pm The Dunefolk were not mainlined that long ago. They were first added in 1.9.6, which was released just under 8 years ago. They were then removed in 1.9.10. Then they were re-added in 1.11.8, which was released a little over 5 years ago. Therefore they also would not have been in a stable release of Wesnoth until 1.12.0, which was about 4.5 years ago.
Thank you, I appreciate your interest and offer.Krogen wrote: ↑April 1st, 2019, 12:23 pm Personally I think you are free to develop your era, first of all it could be an interesting UMC era. This doesn't have much to do with what we have done in this project. Im interested what could come out of it. Of course since its your era, you can use any version of the Dunefolk you want and I think it would be also alright if you used our version (if so then it would be nice if you gave us credit for that).
Re: Dunefolk Rework - Design Flaws & Match-Ups
Hmm I like what you doing but have some thoughts if you dont mind from me read the key problems with the dune people are
<<1.>> lawful + liminal
<<2.>> low damage
<<3.>> dumb marksman
<<4.>> weird armor
from what I see your key changes to fix these problems are
<<1.>> same
<<2.>> give more damage
<<3.>> remove marksman
<<4.>> change armor
but this will lead to new 'design flaw and matchup issue'
<<1.>> ...
<<2.>> still bad against units who have resistances
<<2.>> now too good against some factions
<<3.>> elusive-s and elf gets OP buff
<<3.>> soldier OP
<<4.>> new armor is totally random and hard to remember
also other problems
<<a>> bad against horseman with pierce weakness
<<b>> no archer units in still
thanks for listening and nice talking to you
-John
P.S. >> yaey for removing falcon
<<1.>> lawful + liminal
<<2.>> low damage
<<3.>> dumb marksman
<<4.>> weird armor
from what I see your key changes to fix these problems are
<<1.>> same
<<2.>> give more damage
<<3.>> remove marksman
<<4.>> change armor
but this will lead to new 'design flaw and matchup issue'
<<1.>> ...
<<2.>> still bad against units who have resistances
<<2.>> now too good against some factions
<<3.>> elusive-s and elf gets OP buff
<<3.>> soldier OP
<<4.>> new armor is totally random and hard to remember
also other problems
<<a>> bad against horseman with pierce weakness
<<b>> no archer units in still
thanks for listening and nice talking to you
-John
P.S. >> yaey for removing falcon
Re: Dunefolk Rework - Design Flaws & Match-Ups
Hello John,
Thank you for your comments!

In regards to your post I probably will start by saying I do agree with your conclusions but the more nuanced aspects of the balance changes are somewhat lost by the simplification you have presented.
In particular it is important to note that "<<1.>> lawful + liminal" is not really an accurate presentation of the issue. The issue the we postulated would be more properly summarized in saying that the old DF faction had less effective counter-measures and tactical approaches against the loyalist faction due to its composition of part lawful, part liminal.
The key sentence there is "A faction with such a concept just has no counter play against a lawful faction". It was not solely the Lawful + liminal point that caused this issue but instead the application of such units and there designed which offered no counter to full lawful factions. The changes in and the addition of new units has given the DF now a counter to such factions, (though it is arguable that if played properly the loyalists still have an advantage through cohesion, but that was also discussed when we talked about the learning curve in order to deploy the DF mixed alignments effectively).
I don't know how much of the posts you have read but it might help if you looked at the other threads about the changes to see the explanation and reasoning behind the solutions. We have indeed considered the many aspects you describe. One thing worth noting is that the issues are also very interconnected so it is best to look at the interaction of changes rather than them individually. For example "<<3.>> elusive-s and elf gets OP buff" needs to be considered in light of the other changes to the balance. Now rather than being a Soldier spam the entire DF faction contributes to the matchup because of their buffs.

Also in regards to your comment "<<4.>> new armor is totally random and hard to remember" for example consider the loyalist faction which has HI, Spearman, Cavalry, Horseman, Merman all with different armour types.
Lastly "<<b>> no archer units in still". That is a very good point but we decided that was actually a positive. We believed it was important to stay with the theme of the original DF faction and so kept the no-archer design. This makes the faction unique but at the same time doesn't take away from the balance because of: the Rover (a hybrid with archer focus), the Burner (ranged fire), the Rider (a scout archer).
Creator of: The Reign of The Lords Era,The Gnats Franken Dungeon.
Re: Dunefolk Rework - Design Flaws & Match-Ups
Hello, thanks for your thoughts.
I too think that it is just not that easy as you would like to portrait it.
Also marksman wasn't removed entirely, only on lv1.
I too think that it is just not that easy as you would like to portrait it.
That is not true as the liminal mechanism was changed to work as a buff and not a debuff. Which results into an entire rebalancing of the liminal units. The lawful units always have been part of this, we just added removed some units and added new ones.
The only unit that was really buffed as you describe it it the Soldier which can reach 15-2 at day with strong trait which yet is not as strong as the 16-2 Wose. That was for the compensation of marksman. You also pay 18g for this unit. You can hardly claim that this unit is weak against armoured unit and neither is it too good against other faction. It has penalties and marksman if more dangerous for elves then higher dmg (if that the faction you refer to).
This is not quiet clear to me. Why would the Soldier be OP and ellusive/elusive gets OP buff. They are contradictory, the statements.
Also marksman wasn't removed entirely, only on lv1.
stating that the new stats are totally random means that you either have not read the according paragraphs properly or that you don't understand them. They were adjusted to make them balanced. If you introduce a new faction then you will get also new armour types. The old armour set up didn't do Dunefolk any favour. Once they implemented you will remember them as well at some point.
You have the Rover which now acts as archer as much as does as a fighter. It's cost efficacy and movability makes it a capable fighter in close and ranged combat. Against mounted units , besides of the Rover or Soldier (which not only deals a lot of dmg but also tanks), you also have the new skirmisher unit which wields a spear.
stuff I worked on: Dunefolk Rework - ghype's Daily Art