The Era of Myths 5.19.0
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Re: The Era of Myths: 2 years old, handing over for a while.
Ba psch, this "Megane" person's never created anything of value
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Re: The Era of Myths: 2 years old, handing over for a while.
lol yeah i know, the windsong are priceless ^^megane wrote:Ba psch, this "Megane" person's never created anything of value
Re: The Era of Myths: Delta 1
Since no-one mentioned anything, I've decided to put Delta 1 out. If I missed anything we can always publish again.
The change log for this version. (Probably not complete)
Now that a new version is out I'll be looking for balancing feedback. Please playtest (and/or make art). It's hard to test something if there arn't other people to test with (unless you enjoy playing stratagy games against yourself)
The change log for this version. (Probably not complete)
Code: Select all
Version Delta 1
---General changes
-mmany descriptions added or modified
-Art from various people implimented
---unit changes
*a few minor unmentioned tweaks
-celestial
*Crusader given blade attack
*Crusader given healing back
*Messenger hp now 36
*Greatmage line slightly boosted
*Mystic line slightly nerfed
*Legionnaire line got firststrike
-deviling
*sneak cost increased to 8
-Warg
*Minor changes to wolffoot movetype
*Renaming of Werewolf, and warrior wolf (Warrior Wolf, and Warrior Warg)
*Minor stat tweaks to upper lvl units
*All warrior wolf line warg are chaotic
-Elemental
*Tidal cost now 16
*Magic Servent renamed Wind servent
-Therians
*Therian cats claws are now 6-3
*Shifters now gain an additional +1 from attuned
*Therian apprentices hp now 26
-Vampire
*Gorgoyal is now neutral
*Fledgling cost back down to 13
*Blood Aprentices now have an arcane attack
*Bloodhulk hp now 48
*Bloodhulks have feeding
*Set it so that Vampires use mainlines bats (at least for right now)
*Gave lord/sire back leadership (less hp/damage for compensation)
-Windsong
*Gatekeeper atack 5-4
*Seeker/weaver hp+2
*Weaver bow attack now 9-2
*Weaver cost now 18
*Crystals attack boosted to 5-2 (cost now 11)
*Variouse tweaks to higher lvl units
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: The Era of Myths: 2 years old, handing over for a while.
I think he means that there is no Megane, only megane.Quietus wrote:lol yeah i know, the windsong are priceless ^^megane wrote:Ba psch, this "Megane" person's never created anything of value
Re: The Era of Myths: 2 years old, handing over for a while.
Just as a warning next version will likely be released over the weekend, and you can exepect to see some nerfs to the devilings. I have played 6 seprate games with devilings since I released Delta 1, and I am positive that they need a nerf. I saved one replay to demonstrate this need incase anyone needs convincing. Replay will also give some details as to what these nerfs will likely be. Meganes cipher images have been added and more discriptions have been written. Other minor stat modifications will be made.
I'm hoping I that there would be someone interested in doing art for the blackfur, and the wisp'o'will. If you are willing to work on such a project then please do.
EDIT: Now every lvl 1, and almost every lvl 2 has a description. (unless I missed one)
I'm hoping I that there would be someone interested in doing art for the blackfur, and the wisp'o'will. If you are willing to work on such a project then please do.
EDIT: Now every lvl 1, and almost every lvl 2 has a description. (unless I missed one)
- Attachments
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- User_Map_replay.gz
- Devilings vs celstials final.
- (22.92 KiB) Downloaded 123 times
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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Re: The Era of Myths: 2 years old, handing over for a while.
I could probably do ya' a will-o'-the-wisp. Are you wanting just a floating light, as in Warcraft III (that reminds me: while Will-o'-the-Wisp is fine, I think just Wisp might sound a little better), or would you rather it have a bit more of a shape, a fairy or some such?
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Re: The Era of Myths: 2 years old, handing over for a while.
Will'o'wisps were supposedly mysterious lights in the woods that would lead travelers of the road never to find their way out. Diffrent stories have diffrent explanations, or no explanation at all.
As far as apperiance I have always imagined them as a small ghostish ball of blueish flames with possibly some undistict form in the middle would work well. (especialy if animated)
I'd rather not just call it a wisp as it seems disrespectfull to the legend to me. I imagine most people will call them just wisps anyway.
As far as apperiance I have always imagined them as a small ghostish ball of blueish flames with possibly some undistict form in the middle would work well. (especialy if animated)
I'd rather not just call it a wisp as it seems disrespectfull to the legend to me. I imagine most people will call them just wisps anyway.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
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Re: The Era of Myths: 2 years old, handing over for a while.
OK, works for me. Random thought: how about giving it the ability "distract," from TRoW? That ability does next to nothing, and would be very in keeping with the unit.
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Re: The Era of Myths: 2 years old, handing over for a while.
I don't know, what does distract do? When I played through TRoW I don't remember any ability called distract.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
- Aethaeryn
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Re: The Era of Myths: 2 years old, handing over for a while.
Did you add the Devling descriptions I wrote a while ago? If not I can try to find them.
Oh, and if you want to see the distract ability, see EE Outlaws Faction with Bandit Queen leader.
Oh, and if you want to see the distract ability, see EE Outlaws Faction with Bandit Queen leader.
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Re: The Era of Myths: 2 years old, handing over for a while.
I did not add them in, if you can find them, I'll add them in, otherwize I reckon the ones I have now will work (I've already finished all the devilings, however there is a good chance the ones you wrote were better).
EDIT: Distract, not being added without a price increase. A few of these things could effectivly give the rest of your army skirmish. If you insert one of these into a gap between two enemies then you could suddenly move the rest of your army through freely. Also if I read that correctly although they can't nulify zoc for themselves they can do it for each other. This means that with two of them you could make get one of them into a gap olny one hex large, and allow any friendly units to get through.
Warg already have a skirmisher, and especialy if the blackfur gets added that could get overpowered fast.
On the other hand a deviling unit with this abiltiy could be a valid excuse to get rid of skirmisher from sneaks (I'd consiter the ability to skirmish an essential for devilings who have trouble getting allot of damage per hexside and have to make up for it by being able to reach all hexsides) The problem with this is that it would be getting rid of real skirmish for sneaks, and giving a substitute skirmish to all of devilingdom.
EDIT: Distract, not being added without a price increase. A few of these things could effectivly give the rest of your army skirmish. If you insert one of these into a gap between two enemies then you could suddenly move the rest of your army through freely. Also if I read that correctly although they can't nulify zoc for themselves they can do it for each other. This means that with two of them you could make get one of them into a gap olny one hex large, and allow any friendly units to get through.
Warg already have a skirmisher, and especialy if the blackfur gets added that could get overpowered fast.
On the other hand a deviling unit with this abiltiy could be a valid excuse to get rid of skirmisher from sneaks (I'd consiter the ability to skirmish an essential for devilings who have trouble getting allot of damage per hexside and have to make up for it by being able to reach all hexsides) The problem with this is that it would be getting rid of real skirmish for sneaks, and giving a substitute skirmish to all of devilingdom.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: The Era of Myths: 2 years old, handing over for a while.
I find it slightly strange that Bloodborn made from devlings and warg turn into regular humanoids. Also females turning into males. The problem is that the Bloodborn advance into a lot of vampire units and some things like gender are not addressed in the typical Plague ability. Would it be possible to implement a system like the Walking Corpse which had variations based on race, but also on gender (i know its done on a unit by unit basis, but for units with variable gender?)? This would require some name changes like the Noble and Sire. Theres 11 different vampire units that would need variations too which would be clunky. The variations i think they could use would be: Female Humanoid, Warg, Large Devling, Devling (and possibly 2 devlings and 3 devlings, but 1 is really enough). I suppose the Vampire bat would need a variation too...Is it possible to exclude certain units from plague without giving them an 'undead' clone trait?
I wouldn't want all the effort to be poured into it right now, but i think it would turn out pretty cool if we could pull it off eventually.
I wouldn't want all the effort to be poured into it right now, but i think it would turn out pretty cool if we could pull it off eventually.
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Re: The Era of Myths: 2 years old, handing over for a while.
Well, this is the "plague problem." The problem is that plague, while a fairly uncommonly used ability, requires IMMENSE amounts of art to "look right."
I guess I just figured that, since the Bloodborn look kinda' shapeless now, they're sort of trasnfroming into vampires? I dunno. Female variations are easy to pull off, though; I guess I could try my hand.
I guess I just figured that, since the Bloodborn look kinda' shapeless now, they're sort of trasnfroming into vampires? I dunno. Female variations are easy to pull off, though; I guess I could try my hand.
that little girl's parents were attacked by ninjas - generic npc
hee hee! - little girl
hee hee! - little girl
Re: The Era of Myths: 2 years old, handing over for a while.
Blood born is a unit in the process of becoming a vampire. I reckon that it would be neat to have a diffrent form for every option. However that brings us to the point of needing a diffrent fledgling/thinblood for every option too. My stance on this is that any art done will be accepted, but I'd rather that other art was done first.
"There are two kinds of old men in the world. The kind who didn't go to war and who say that they should have lived fast died young and left a handsome corpse and the old men who did go to war and who say that there is no such thing as a handsome corpse."
Re: The Era of Myths: 2 years old, handing over for a while.
Thanks for ignoring everything I ever post.