Woodlanders

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holypaladin
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Woodlanders

Post by holypaladin »

Brought back to life faction of woodlanders improving them into better. Rat and frog riders will hopefully be added soon
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IPS
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Re: Woodlanders

Post by IPS »

Good to see something new about BEEM's woodwarriors.

The only thing I want to say is that more than considering original BEEM's stats you might better check Ageless's stats because those aren't insanely as underpowered as the original ones (More fair movement costs, ressistances balancing, XP, etc).

The other thing... is that there is a torch lv1 that cannot evolve into a another lv2-lv3 torch version and was forced to evole into a rats or a toad rider, which sometimes doesn't help because it's very wrong by design not giving at least one advancement option that is previous level but stronger version with just high stats.


Hope that helps with your project.
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holypaladin
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Re: Woodlanders

Post by holypaladin »

IPS wrote: October 1st, 2024, 3:26 pm Good to see something new about BEEM's woodwarriors.

The only thing I want to say is that more than considering original BEEM's stats you might better check Ageless's stats because those aren't insanely as underpowered as the original ones (More fair movement costs, ressistances balancing, XP, etc).

The other thing... is that there is a torch lv1 that cannot evolve into a another lv2-lv3 torch version and was forced to evole into a rats or a toad rider, which sometimes doesn't help because it's very wrong by design not giving at least one advancement option that is previous level but stronger version with just high stats.


Hope that helps with your project.
Thank You for feedback. Same as halflings woodlanders are considered by me as still under development and maybe some things will be changed (must do something to make halfling's eagles more reasonable). Trying to make woodlanders more balanced in comparing to default factions I gave them two additional recruits (sprite, wose). I've had same issue with those creatures with torch or spear, honestly they weren't took into faction yet simply beacuse I have no idea for them. One is what You mentioned (would be good to have some images if I am about to rebalancing them but unfortunately I cannot find anywhere more of them in archives), second is how to name their race. Oryginally proposed "elfin" sound too close to elf while they're looking totally other than elves.
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IPS
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Re: Woodlanders

Post by IPS »

holypaladin wrote: October 1st, 2024, 7:39 pm
Thank You for feedback. Same as halflings woodlanders are considered by me as still under development and maybe some things will be changed (must do something to make halfling's eagles more reasonable). Trying to make woodlanders more balanced in comparing to default factions I gave them two additional recruits (sprite, wose). I've had same issue with those creatures with torch or spear, honestly they weren't took into faction yet simply beacuse I have no idea for them. One is what You mentioned (would be good to have some images if I am about to rebalancing them but unfortunately I cannot find anywhere more of them in archives), second is how to name their race. Oryginally proposed "elfin" sound too close to elf while they're looking totally other than elves.

Just use as model Ageless ones then consider changing them as much you want. They got minor things like big foot requiring 1MP cost to move at a cave tile to only one in Ageless variant (original needs 3 MP to move a cave tile)... usable because lower arcane weakness, less XP to get to lv2-lv3 and more fair rewards... so just don't use the original stats from BEEM / WOTG because they're terribly underpowered.

Also torch guys havev no sprites because I just added the lv2-lv3 version because it's very bad thing that advancement doesn't has a better version of lv1.
Creator of: Deathmatch new in 1.12 server.
Co-creator of: Era of Magic in 1.16 server
Developer of: Empires in 1.12 server, Ageless Era in 1.10 to 1.16 servers (but innactive recently)
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holypaladin
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Re: Woodlanders

Post by holypaladin »

Just use as model Ageless ones then consider changing them as much you want. They got minor things like big foot requiring 1MP cost to move at a cave tile to only one in Ageless variant (original needs 3 MP to move a cave tile)... usable because lower arcane weakness, less XP to get to lv2-lv3 and more fair rewards... so just don't use the original stats from BEEM / WOTG because they're terribly underpowered.
Alright, it will be done.
Also torch guys havev no sprites because I just added the lv2-lv3 version because it's very bad thing that advancement doesn't has a better version of lv1.
Thinking of it I agree, I would gladly see them more on their own without mounts but it's not so for now I will leave their issue and return in furture into these two lines.

Was thinking about adding unicorns but don't want to make too many recruits to not make faction too strong.
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Atreides
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Re: Woodlanders

Post by Atreides »

Bug report: Toxic Plant advances to Predator_Bush, should be Predator Bush. Pops up in game lua error so it's quite annoying.
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holypaladin
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Re: Woodlanders

Post by holypaladin »

Atreides wrote: October 8th, 2024, 6:43 pm Bug report: Toxic Plant advances to Predator_Bush, should be Predator Bush. Pops up in game lua error so it's quite annoying.
Done
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holypaladin
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Re: Woodlanders

Post by holypaladin »

Updated race describtion for bigfoots and fauns.
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