Scalefolk rework
Re: Scalefolk rework
Updated attack upgrade, will update upgrade system look as well.
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- Savage weapons 1.png (1.63 KiB) Viewed 4553 times
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Re: Scalefolk rework
Updated.
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- Fierce hunters 1.png (1.93 KiB) Viewed 4549 times
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- Savage weapons.png (2.54 KiB) Viewed 4549 times
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- Savage weapons 2.png (2.81 KiB) Viewed 4549 times
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- Savage weapons 3.png (2.83 KiB) Viewed 4549 times
- General Brave
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Re: Scalefolk rework
The nagas and snakes buildings would need to be egyptian in nature, also might be a good idea to separate the lizardfolks and the kobolds into different buildings.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
yes it wasn’t bad if the lizard and the kobold were separate because it’s like two different racesGeneral Brave wrote: ↑Sun Jan 26, 2020 7:16 am The nagas and snakes buildings would need to be egyptian in nature, also might be a good idea to separate the lizardfolks and the kobolds into different buildings.
- Alexander82
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Re: Scalefolk rework
I prefer to make attack techs more related to their natural weapons (claws,scales, fangs) just for flavour
Age of Fantasy design leader
Re: Scalefolk rework
Well, that part would be the second upgrades, like the power upgrade and the such, being that all of them have weapons, a weapon upgrade seemed more fitting and less odd being that they don't use claws and teeth as their primary weapons but more so like a secondary weapon. The scales part is in their with hardened hunters, I just didn't like the look of the scales.
Reptilian resilience, snakelike reflexes, brute force, and the such I plan to focus on the scaledfolks natural features, might change brute force over to something that refers to their claws and teeth instead. Resilience will refer to their skin.
Reptilian resilience, snakelike reflexes, brute force, and the such I plan to focus on the scaledfolks natural features, might change brute force over to something that refers to their claws and teeth instead. Resilience will refer to their skin.
Re: Scalefolk rework
Oh yes, and I did have a design picked out for the shapeshifter.General Brave wrote: ↑Sat Jan 25, 2020 11:48 pm All of them are interesting and unique ideas, as unit upgrade won't seem to be a thing for this race. Wish to try your hand at the shapeshifter? I'm sure would be quite the design. Also can you remodel quite a few of the buildings, making them either aztec or junger related.
Re: Scalefolk rework
Good point, I will do that.General Brave wrote: ↑Sun Jan 26, 2020 7:16 am The nagas and snakes buildings would need to be egyptian in nature, also might be a good idea to separate the lizardfolks and the kobolds into different buildings.
Re: Scalefolk rework
I guess this could be for gatormen and turtlemen.
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- General Brave
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Re: Scalefolk rework
Updated shamans circle to shamans temple.
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- Temple.png (5.66 KiB) Viewed 4481 times
Re: Scalefolk rework
Primal savagery.
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- Reptilian savagery.png (2.65 KiB) Viewed 4474 times
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- SirLuciano
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Re: Scalefolk rework
I gotta ask....is poison a part of this faction? like a spell where their weapons can be coated in poison for like 1 to 3 turns
because I personally think the tribal part of the faction should have mysterious concoctions and savages are for raw power,strength, and brutality
because I personally think the tribal part of the faction should have mysterious concoctions and savages are for raw power,strength, and brutality
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
The race uses a combination of strength and weaponry to make up for its lack in technologically advanced weapons like that of other races. Savagery is generally what their tactics would be considered, for scaledfolks on the other hand it is a method to employ fear on their opponents. Poisoned weapons I had planned for their ranged darter units, but for the rest of the race they'd be fine without. Maybe a few special units could have it though.
Their techs could consist of a combination of physical enhancements and enhanced weaponry due to sharpening and better material. (they would have better rock sharpening skills much like that of a human weapons smith having better refining methods).
Oh yes, but poison is a major part in this faction I believe, but not in the same way orcs use theirs.
Their techs could consist of a combination of physical enhancements and enhanced weaponry due to sharpening and better material. (they would have better rock sharpening skills much like that of a human weapons smith having better refining methods).
Oh yes, but poison is a major part in this faction I believe, but not in the same way orcs use theirs.
- SirLuciano
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Re: Scalefolk rework
ahh I see
Let the Empire of your land stay within your heart and its knights defend your soul
- General Brave
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Re: Scalefolk rework
Definitely like that temple, it's like a dragon version of the Statue of Liberty.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
List to include some of the new techs, also instead of the sea Dragon here's a new sea creature that the nagas would probably revear as gods much like snakemen most likely revear hydras as their gods.
It's called a "Leviathen," but I'm going for this type:
It's called a "Leviathen," but I'm going for this type:
- Alexander82
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Re: Scalefolk rework
@Savra About scalefolks we have yet to decidea lot about the race structure and techs so feel free to add more designs for units that we can choose from (they will come a lot handy). About stats and techs I think we will probably discuss everything after finishing at least base dwarves (It shouldn't take too long I hope)
Age of Fantasy design leader
Re: Scalefolk rework
That's basically what I'm doing here, their are plenty of others still needing made that haven't been out on that list. Luckily I'm not doing stats.Alexander82 wrote: ↑Wed Jan 29, 2020 8:54 pm @Savra About scalefolks we have yet to decidea lot about the race structure and techs so feel free to add more designs for units that we can choose from (they will come a lot handy). About stats and techs I think we will probably discuss everything after finishing at least base dwarves (It shouldn't take too long I hope)
Re: Scalefolk rework
Some sub race tech icons.
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- Snakemen tribes.png (2.62 KiB) Viewed 4269 times
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- Draconian tribes.png (1.52 KiB) Viewed 4269 times
Re: Scalefolk rework
Draconian dwellings.
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- SirLuciano
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Re: Scalefolk rework
Is there a Thunder Dragon in this race? Sorry I can't be asked to backread the topic at the moment
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Scalefolk rework
Yes, I changed its name to skrill though, I'll change the hobgoblin skrill rider over to a fury rider instead.
- SirLuciano
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Re: Scalefolk rework
Sounds good
Let the Empire of your land stay within your heart and its knights defend your soul
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
for hobgoblins I was considering to change the skrill rider to a serpentine dragon-like creature
Age of Fantasy design leader