Scalefolk rework

Here you can discuss what kind of races should be in the game.
User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 5:24 am

Updated attack upgrade, will update upgrade system look as well.
Attachments
Savage weapons 1.png
Savage weapons 1.png (1.63 KiB) Viewed 1011 times
Savage weapons 2.png
Savage weapons 2.png (1.61 KiB) Viewed 1011 times
Savage weapons 3.png
Savage weapons 3.png (1.63 KiB) Viewed 1011 times

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 6:34 am

Updated.
Attachments
Fierce hunters 1.png
Fierce hunters 1.png (1.93 KiB) Viewed 1007 times
Fierce hunters 2.png
Fierce hunters 2.png (1.68 KiB) Viewed 1007 times
Fierce hunters 3.png
Fierce hunters 3.png (1.77 KiB) Viewed 1007 times
Savage weapons.png
Savage weapons.png (2.54 KiB) Viewed 1007 times
Savage weapons 2.png
Savage weapons 2.png (2.81 KiB) Viewed 1007 times
Savage weapons 3.png
Savage weapons 3.png (2.83 KiB) Viewed 1007 times

User avatar
General Brave
Posts: 4665
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Scalefolk rework

Post by General Brave » 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.
Wise, Might, Loyalty. Forever stands Warfell.

Ragnar
Posts: 56
Joined: Mon Apr 15, 2019 5:36 pm

Re: Scalefolk rework

Post by Ragnar » Sun Jan 26, 2020 9:07 am

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.
yes it wasn’t bad if the lizard and the kobold were separate because it’s like two different races

User avatar
Alexander82
Posts: 6988
Joined: Thu Feb 26, 2015 8:18 pm

Re: Scalefolk rework

Post by Alexander82 » Sun Jan 26, 2020 3:17 pm

I prefer to make attack techs more related to their natural weapons (claws,scales, fangs) just for flavour
Age of Fantasy design leader

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 4:20 pm

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.

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 4:23 pm

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.
Oh yes, and I did have a design picked out for the shapeshifter.

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 4:24 pm

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.
Good point, I will do that.

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Sun Jan 26, 2020 8:41 pm

I guess this could be for gatormen and turtlemen.
Attachments
swamp hut.png
swamp hut.png (2.58 KiB) Viewed 962 times

User avatar
General Brave
Posts: 4665
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Scalefolk rework

Post by General Brave » Sun Jan 26, 2020 9:32 pm

It's definitely an improvement.
Wise, Might, Loyalty. Forever stands Warfell.

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Mon Jan 27, 2020 3:23 am

Updated shamans circle to shamans temple.
Attachments
Temple.png
Temple.png (5.66 KiB) Viewed 939 times

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Mon Jan 27, 2020 4:10 am

Primal savagery.
Attachments
Reptilian savagery.png
Reptilian savagery.png (2.65 KiB) Viewed 932 times
Reptilian savagery 2.png
Reptilian savagery 2.png (2.7 KiB) Viewed 932 times
Reptilian savagery 3.png
Reptilian savagery 3.png (2.59 KiB) Viewed 932 times

User avatar
SirLuciano
Posts: 254
Joined: Sun Dec 08, 2019 2:05 am
Location: Batangas Province,Philippines

Re: Scalefolk rework

Post by SirLuciano » Mon Jan 27, 2020 5:05 am

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
LONG UNLIVE THE UNDEAD!

User avatar
Savra
Posts: 4252
Joined: Wed Aug 01, 2018 6:21 pm

Re: Scalefolk rework

Post by Savra » Mon Jan 27, 2020 6:44 am

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.

User avatar
SirLuciano
Posts: 254
Joined: Sun Dec 08, 2019 2:05 am
Location: Batangas Province,Philippines

Re: Scalefolk rework