give dwarves more options

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Seumas Ruadh
Posts: 1
Joined: October 9th, 2004, 4:42 pm
Location: Beijing

A way to implement magic for dwarves?

Post by Seumas Ruadh »

Reading this thread (and not any other ones so sorry if it's an old idea) I thought that wouldn't a way to implement magic for dwarves be to make certain units melee attacks magical?
In most of the fantasy I know dwarves are famous as smiths of magical weapons, so maybe have a Weaponcrafter melee fighter who's melee attack gets a higher guaranteed percentage to hit light other magical attacks - maybe not 70% at level one, start with 50% or 60% like a sharpshooter. This keeps the dwarf melee speciality, leaves them vulnerable to traditional ranged magic (as they have no response) but means they can do magical damage to hard-to-hit units. I guess it could be implemented like holy weapons when you get holy water?

(First post btw and loving this great gane you guys have made)
lucienium
Posts: 17
Joined: October 28th, 2004, 1:23 am

still about dwarves ...or rather, the alliance

Post by lucienium »

well, i've been playing around with the game's data and have been trying to fix the knalgan alliance's problems. well here are somethings that i tried:

1) tweaked dwarven fighter/steelclad/lord's hammer attack to 17-1/26-1/35-1 -> worked well since unlike other fighter type units, they only have one final advancement (by the way, i consider fire drakes as the drakes fighter type unit for obvious reasons). so giving this one final advancement an extra attack options gives him some value

2) i gave steelclads and lords their own morement type which is "armoreddwarf", basically it reflects the extra resistance they were given. the sentinel was given this armor type in order to give them better defensive value, their attack power was slightly decreased however (i didn't like the original sentinel because even though they had "steadfast" they didn't last that long because they only had 60% of the usual dwarvish HP)

3) no change to ulfseekers/berserkers and thunderers/thunderguards/dragon guards. i think they're ok already

4) reduced gryphon rider's cost

5) gave outlaws third level advancements (i'd like to give credit to the creator of "LIBERTY", i used the graphics in this campaign for my tweaked BfW). i didn't want them to simply become outlaw counterparts of loyalists units so i gave them some distinctions:

-> footpads (and advancements) are the only scouts units that are on foot (movement 7, elusivefoot) and i may consider giving them skirmisher

-> thugs (and advancements) are the basic fighters that deal less damage compared to other basic fighters but have better MP and eventually gains "ambush" (very outlaw-ish ...right?)

-> poachers had their defense in hills increased also, basically they are now almost as versatile as elusivefoot units (in terms of defense) but have no negative resistance. they deal less damage (melee and ranged) and have less HP than the loyalists bowmen however

-> thieves, unchanged ...i like them the way they are

...so guys, whatcha think??? any constructive opinions?
scott
Posts: 5248
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

I was thinking that poachers should have 1 movement in swamps. Their 50% defense in swamps makes them second only to saurians.
Hope springs eternal.
Wesnoth acronym guide.
lucienium
Posts: 17
Joined: October 28th, 2004, 1:23 am

Post by lucienium »

scott wrote:I was thinking that poachers should have 1 movement in swamps. Their 50% defense in swamps makes them second only to saurians.
i thought about that, but i wasn't quite sure how people would take that change.
pg
Posts: 201
Joined: September 20th, 2004, 4:57 pm

Post by pg »

I'm not sure knalgans need too many changes. They are a pretty strong faction right now. Their main problem is they get the shaft on many maps because mountain/hills are not spread out as much as forest is.
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