Gremlins era
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Gremlins era
I have posted my Gremlin era on the Add On server for quick easy reference. My goal is to create an original and somewhat balanced faction for inclusion into a future campaign.
In a nutshell, the gremlins are a secretive society living undetected within human cities. Using their powerful abilities to bend space and time, the gremlins work together to keep their colonies alive. Each gremlin specialises in a different task to serve the colony, (guarding the colony, sending messages, foraging for food, fighting for the colony, and leading it).
Placeholder Graphics complete for Hacker, Hunter, Hulk, Whisp, Acolyte, Harbinger. The graphics hold places for their respective advancement trees as well.
Advancement Tree
Gremlin Hacker -> Gremlin Phaseblade -> Gremlin Phasemaster
Gremlin Hunter -> Gremlin Tracker
Gremlin Hulk -> Gremlin Behemoth
Willowhisp
Gremlin Acolyte -> Gremlin Adept -> Gremlin Conjurer -> Gremlin Sorcerer -> ***Gremlin Immortal
Gremlin Harbinger -> Gremlin Herald -> Gremlin Emissary
***Gremlin Immortal is a campaign central unit
As of now, the Gremlins Era is completely functional and ready to play. I would like to hear some feedback from the Wesnoth community regarding the gremlin's concept and unique style of play. I would also like to get some input in balancing gremlins to the Default factions while staying true to the flavour of the gremlins' unit descriptions.
In a nutshell, the gremlins are a secretive society living undetected within human cities. Using their powerful abilities to bend space and time, the gremlins work together to keep their colonies alive. Each gremlin specialises in a different task to serve the colony, (guarding the colony, sending messages, foraging for food, fighting for the colony, and leading it).
Placeholder Graphics complete for Hacker, Hunter, Hulk, Whisp, Acolyte, Harbinger. The graphics hold places for their respective advancement trees as well.
Advancement Tree
Gremlin Hacker -> Gremlin Phaseblade -> Gremlin Phasemaster
Gremlin Hunter -> Gremlin Tracker
Gremlin Hulk -> Gremlin Behemoth
Willowhisp
Gremlin Acolyte -> Gremlin Adept -> Gremlin Conjurer -> Gremlin Sorcerer -> ***Gremlin Immortal
Gremlin Harbinger -> Gremlin Herald -> Gremlin Emissary
***Gremlin Immortal is a campaign central unit
As of now, the Gremlins Era is completely functional and ready to play. I would like to hear some feedback from the Wesnoth community regarding the gremlin's concept and unique style of play. I would also like to get some input in balancing gremlins to the Default factions while staying true to the flavour of the gremlins' unit descriptions.
Doing things one step at a time. Current Project: Speckles the Toad!
Re: Gremlins era
well you've finally made a topic on that funny thing 
at first i saw a lot of lev 0s but now i see much change
the concept of a whole race of teleporters is interesting and quite a tactical novelty, but then there's some overpowerings - they seem to have average attacks and hitpoints, lightly above average defence and quite high physical resistances, especially the lev 3s, the behemoth swaps physical and magical resists on levelup resists
overally the whole race makes quite a nice direct attack melee team, with quickly incomming reinforcements and for some units a nice resistance to rng humours, for a race that's all teleports and small stuff i'd expect something requiring more trickery rather than allowing a brute force rush
meanwhile i get units with decent melee, positive resistances and high defence and weak only to the rare occurence of a mage and maybe drakes, average archers might pose them some threat due to no retal but they'll be grinding against higher dodge and resists

at first i saw a lot of lev 0s but now i see much change
the concept of a whole race of teleporters is interesting and quite a tactical novelty, but then there's some overpowerings - they seem to have average attacks and hitpoints, lightly above average defence and quite high physical resistances, especially the lev 3s, the behemoth swaps physical and magical resists on levelup resists
overally the whole race makes quite a nice direct attack melee team, with quickly incomming reinforcements and for some units a nice resistance to rng humours, for a race that's all teleports and small stuff i'd expect something requiring more trickery rather than allowing a brute force rush
meanwhile i get units with decent melee, positive resistances and high defence and weak only to the rare occurence of a mage and maybe drakes, average archers might pose them some threat due to no retal but they'll be grinding against higher dodge and resists
Like cats? I've made a whole faction of them to kick ass with!
Don't like cats? I've made a whole faction of them to kick their asses! So everyone's happy :)
Felinian faction is part of the Beyond Southern Hells era
kitties need sprites! art topic here
Don't like cats? I've made a whole faction of them to kick their asses! So everyone's happy :)
Felinian faction is part of the Beyond Southern Hells era
kitties need sprites! art topic here
Re: Gremlins era
Great Faction, I really like the sprites.
But on large maps it seems very overpowerd, i think. You send some will o whisp, get one village and teleport your army, which may be amazing large, cause of cheap units.
kobe
But on large maps it seems very overpowerd, i think. You send some will o whisp, get one village and teleport your army, which may be amazing large, cause of cheap units.
kobe
Re: Gremlins era
I've been disappointed not to find a new version recently. I think this faction really shows promise, but is very very unbalanced. The gremlins have normal hitpoints, high defense, are very powerful, and not much more expensive than most mainline units/about average. As StDrake said, their high movement and teleportation would suggest more hit-and-run tactics, but as it is, it's easy to grab villages quickly and then brute-force you opponent(s) into submission. I would suggest lowering hp and upping recruit costs. One of the more balanced units is the Hacker, because it relies on surviving high-damage attacks to get all its hits in to do good damage. However, at higher levels, specifically Phasemaster, it is quite unbalanced, as it does decent damage, though low for a lvl 3, on each hit, has lots of hits, slows, and gains a hit each time it AMLAs, to boot.
Please remember, my opinion is my opinion. Please listen, but my opinion is only, and will never be more than, my opinion. It is not yours. You do not have to act on it. I'm not telling you what to do.