Default + Halflings

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holypaladin
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Default + Halflings

Post by holypaladin »

I decided to bring back halflings to live so I uploaded them on add-ons server. I hope they will be liked here. :)
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Gothyoba
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Re: Default + Halflings

Post by Gothyoba »

Where are the halflings? I downloaded this add-on and found a folder called MyAwesomeAddon-173326146289 (this is a placeholder name by the way, you should rename it) with a few basic files to make the add-on show up, and nothing else except for empty folders (many of which shouldn’t be necessary for this kind of add-on).
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holypaladin
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Re: Default + Halflings

Post by holypaladin »

Gothyoba wrote: August 15th, 2024, 3:55 pm Where are the halflings? I downloaded this add-on and found a folder called MyAwesomeAddon-173326146289 (this is a placeholder name by the way, you should rename it) with a few basic files to make the add-on show up, and nothing else except for empty folders (many of which shouldn’t be necessary for this kind of add-on).
Hello, thank You very much for response, seems I uploaded wrong folder before so my work wasn't published... Just uploaded right one, try now and tell me what you get.

Ps. Apologies to everyone who got confused by my mistake
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Re: Default + Halflings

Post by Gothyoba »

I haven’t tested this much, but I am able to load the faction, which is good. You should proably remove the old add-on. I’m not sure if the server simply not responding, but I am still seeing the old add-on. I will be playing this more later!
Last edited by Gothyoba on August 15th, 2024, 9:04 pm, edited 1 time in total.
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holypaladin
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Re: Default + Halflings

Post by holypaladin »

Gothyoba wrote: August 15th, 2024, 7:33 pm I haven’t tested this much, but I am able to load the faction, which is good. You should prbablremoe e old add-on. I’m not sure if the server simply not responding, but I am still seeing the old add-on. I will be playig this more later!
Unfortunately I get rid of pbl file from device so removing old add-on won't be so easy, perhaps I will ask the multiplayer moderator... Happy to hear it finally got loaded, hope it will be a nice faction. Feedbacks welcome.
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Re: Default + Halflings

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Unfortunately I get rid of pbl file from device so removing old add-on won't be so easy, perhaps I will ask the multiplayer moderator...
Done. Everything should be working now.
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Re: Default + Halflings

Post by Gothyoba »

I haven’t played this a lot, thougn I am liking he faction so far, Here’s some basic feedback:

- Why are White Eagles falcons? Shouldn’t they be part of the monsters race, or a new eagles race? Falcons seem a bit strange here.

- The halflings seem a bot weak compared to other factions. Maybe they could be slightly buffed in some cases? I’m not very good at balancig though, so I’m not sure if this is necessary.

- The style is not very cosniatent with mainline, but some people have made halfling portraits:

https://units.wesnoth.org/1.12/Grafted_ ... der_1.html
https://units.wesnoth.org/1.12/Grafted_ ... der_2.html
https://units.wesnoth.org/1.12/Grafted_ ... er_3b.html

Some portraits used by peasants/outlaws could be used as placeholders in a few cases. Maybe these could be added?
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holypaladin
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Re: Default + Halflings

Post by holypaladin »

Gothyoba wrote: August 16th, 2024, 2:50 pm I haven’t played this a lot, thougn I am liking he faction so far, Here’s some basic feedback:

- Why are White Eagles falcons? Shouldn’t they be part of the monsters race, or a new eagles race? Falcons seem a bit strange here.

- The halflings seem a bot weak compared to other factions. Maybe they could be slightly buffed in some cases? I’m not very good at balancig though, so I’m not sure if this is necessary.

- The style is not very cosniatent with mainline, but some people have made halfling portraits:

https://units.wesnoth.org/1.12/Grafted_ ... der_1.html
https://units.wesnoth.org/1.12/Grafted_ ... der_2.html
https://units.wesnoth.org/1.12/Grafted_ ... er_3b.html

Some portraits used by peasants/outlaws could be used as placeholders in a few cases. Maybe these could be added?
White Eagles remain falcons because I didn't manage to fix it yet, will make a new race for them. I think about strenghten them a bit if they're to be halfling's mounts (stronger than falcons, weaker than gryphons). Old eagle's sprite looks better so I will maybe replace with it.
Halflings are not so strong indeed, maybe will give them stronger attacks, for now their strenght is good defences on various terrains. Important to think is also if they're about to have some level 3 units. If I would be strengten halflings which ones you would recommend to change?
Looking on the portaits they all look similiar too much to each other... But giving them temporarily peasant/outlaw portaits sounds reasonable, I will try to make something and publish.
Thank You for feedback, hopes for further comments.
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Re: Default + Halflings

Post by Gothyoba »

I’m not sure about the balancing. I haven’t played with this faction enouh to tell what shoould be changed, and I’m not very goood at balancing in the first place. I have generally noticed they are a lot weaker than other default era factions however. I agree with the portraits being too similar too each other. I will be playing on this more in the coming days!
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Re: Default + Halflings

Post by holypaladin »

The new version with another massive changes and some new units just got released. Now I hope halflings will be strong enough to stand against other factions (maybe new eagle was made too strong, perhaps I should give him less HP or he should cost more gold).
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Re: Default + Halflings

Post by holypaladin »

Added special sound for Wisdom Seeker's line ranged attack.
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Re: Default + Halflings

Post by holypaladin »

Age of Heroes option added
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Re: Default + Halflings

Post by IPS »

While viewing some stats, realized that Halfling Flanker is highly OP because 10-3 and backstab is lv3 backstab damage... a more correct value or the lv2 might be 8-3 or 6-4 , maybe a little more because it has no skirmisher unlike default shadows or deault's rogues.

But 10-3 backstab is a lv3 attack as it's 20-3 or 22-3 if backstab and strong trait.

Other solution , is adding a 8-3 backstab attack and a 8-4 with no specials so the unit will also retaliate harder.
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holypaladin
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Re: Default + Halflings

Post by holypaladin »

IPS wrote: September 10th, 2024, 1:48 am While viewing some stats, realized that Halfling Flanker is highly OP because 10-3 and backstab is lv3 backstab damage... a more correct value or the lv2 might be 8-3 or 6-4 , maybe a little more because it has no skirmisher unlike default shadows or deault's rogues.

But 10-3 backstab is a lv3 attack as it's 20-3 or 22-3 if backstab and strong trait.

Other solution , is adding a 8-3 backstab attack and a 8-4 with no specials so the unit will also retaliate harder.
This is a good point, I realised them in update (alongside with separating sheriff line from farmer's). I feel like my eagles are a bit overpowered too (high damage + double retaliation + special AMLAs making really strong unit for level 2, I want them to be mighty creatures but not too much). Do You have some ideas how to balance them as well?
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Re: Default + Halflings

Post by IPS »

holypaladin wrote: September 10th, 2024, 7:01 pm
IPS wrote: September 10th, 2024, 1:48 am While viewing some stats, realized that Halfling Flanker is highly OP because 10-3 and backstab is lv3 backstab damage... a more correct value or the lv2 might be 8-3 or 6-4 , maybe a little more because it has no skirmisher unlike default shadows or deault's rogues.

But 10-3 backstab is a lv3 attack as it's 20-3 or 22-3 if backstab and strong trait.

Other solution , is adding a 8-3 backstab attack and a 8-4 with no specials so the unit will also retaliate harder.
This is a good point, I realised them in update (alongside with separating sheriff line from farmer's). I feel like my eagles are a bit overpowered too (high damage + double retaliation + special AMLAs making really strong unit for level 2, I want them to be mighty creatures but not too much). Do You have some ideas how to balance them as well?
Try more secondary stats like parry 10% on melee or 50% flat defense or stuff like that. 60% on hills or idk , they're smaller than an human so HP and dmg doesn't suit them that much... You can still try accuracy 10% on their melee as it's not necessarily brute force but still more dmg. And the why not liminal trait but use that one with caution.

in Rashy Era , there is a blur special that debuffes enemyies lowering chances to hit on enemies by 10% , or just use some more interesting support specials for some units.
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