Dwarves rework MOSTLY DONE
- Alexander82
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Dwarves rework MOSTLY DONE
I'll give the guidelines for the dwarven race.
1) 2 upgrade levels as humans and orcs
2) unit costs should be generally higher than humans because they will end up being stronger than humans
3) only divine magic and rune magic, no offence magic since they shouldn't be able to use it
4) statwise they should be similar to humans but higher armor. Attack between humans and orcs, hp between humand and orcs (or like orcs, based on the unit).
5) smith techs better than humans
6) best gunpowder users
7) gnomes with their tecnology
8) rune tech will add magical weapon effects to unit (e.g. Fire axes, runic armors that give spell resistance and similar things).
9) beards (but not on women)
10) beer (for everyone)
1) 2 upgrade levels as humans and orcs
2) unit costs should be generally higher than humans because they will end up being stronger than humans
3) only divine magic and rune magic, no offence magic since they shouldn't be able to use it
4) statwise they should be similar to humans but higher armor. Attack between humans and orcs, hp between humand and orcs (or like orcs, based on the unit).
5) smith techs better than humans
6) best gunpowder users
7) gnomes with their tecnology
8) rune tech will add magical weapon effects to unit (e.g. Fire axes, runic armors that give spell resistance and similar things).
9) beards (but not on women)
10) beer (for everyone)
Age of Fantasy design leader
Re: Dwarves rework
Seems like a complete rework on units.
Then Imo
Dwarven warrior
Dwarven billman
Dwarven crossbow man
And any other unit that cost 2 should be bumped to 3 with the perk tho of buff stats.
Should I make seperate topics on rework on units separately?
Then Imo
Dwarven warrior
Dwarven billman
Dwarven crossbow man
And any other unit that cost 2 should be bumped to 3 with the perk tho of buff stats.
Should I make seperate topics on rework on units separately?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
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Re: Dwarves rework
So gnomes will be like for orcs currently their giants?
Or still as a full subrace like warfell?
Or still as a full subrace like warfell?
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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- Alexander82
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Re: Dwarves rework
Orcs subrace and most of other subraces in game will become as warfell (subfactions unlocked with techs)
So gnomes should act mainly toward that way too
So gnomes should act mainly toward that way too
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- Alexander82
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Re: Dwarves rework
I think we can discuss here the army structure but singular units should be discussed in singular topics
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Re: Dwarves rework
Ok
Well what you think bumping 2 cost units to 3 with buff stats?
Well what you think bumping 2 cost units to 3 with buff stats?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- Alexander82
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Re: Dwarves rework
I think they might cost 3. We might just have 1 or 2 cost 2 units but their mayn army should basically have at least a +1 cost over human units of the same kind.
I know it might slow down their start but they also have the best workers so they can afford to produce less of them in favor of more units.
I know it might slow down their start but they also have the best workers so they can afford to produce less of them in favor of more units.
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- makazuwr32
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Re: Dwarves rework
Does this mean that gnomes will be part of dwarves normally (like currently trolls and other giants of orcs) or they must be researchable like warfell for humans?
I wonder what will this do...
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Alexander82
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Re: Dwarves rework
I think we might give only some basic technologic units without a contract, but i will be definitely needed for later upgrades.makazuwr32 wrote: ↑Tue Mar 26, 2019 11:01 amDoes this mean that gnomes will be part of dwarves normally (like currently trolls and other giants of orcs) or they must be researchable like warfell for humans?
It might be seen like buying projects and support from gnomes
I still don't know but dwarves without beers are like a starless sky
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- makazuwr32
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Re: Dwarves rework
About gnomes:
I see. I like this idea. So basically some very basic units and techs will be availible at base but more advanced must be researched like warfell.
About beer and such:
1. Beer can be like healing ability on tavern but it also gives side effect — miss chance for next 1-2 turns.
2. Beer can be like lembas with same effect.
3. It can be on Dwarven Brewer unit who can have it in 3 forms:
A. Healing (same effect, low miss chance aftereffect)
B. Drunken gaze (throws a mug into enemy and that unit gains high miss chance due to beer, dwarves themselves and undead are immune to this).
C. Fire breath - Dwarven brever takes a full mouth of beer, than spews it out right before a torch he holds.
I see. I like this idea. So basically some very basic units and techs will be availible at base but more advanced must be researched like warfell.
About beer and such:
1. Beer can be like healing ability on tavern but it also gives side effect — miss chance for next 1-2 turns.
2. Beer can be like lembas with same effect.
3. It can be on Dwarven Brewer unit who can have it in 3 forms:
A. Healing (same effect, low miss chance aftereffect)
B. Drunken gaze (throws a mug into enemy and that unit gains high miss chance due to beer, dwarves themselves and undead are immune to this).
C. Fire breath - Dwarven brever takes a full mouth of beer, than spews it out right before a torch he holds.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
Miss chance???
You think they can't handle their beer???
Well anyways the heal rate better be high to give such a bad side affect
You think they can't handle their beer???
Well anyways the heal rate better be high to give such a bad side affect
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
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Re: Dwarves rework
Low chance, tanky. 5-10%, fixed and won't be affected by speed and other things.
Heal rate must be 15-20 i think. But for that actually we will think after changing stats for their basic units.
Heal rate must be 15-20 i think. But for that actually we will think after changing stats for their basic units.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
Ummm
Really wish that workers, siege, and blacksmith wasn't all in one.
Not sure what fantasy you guys seen where sieges are made in the same place as a blacksmith.
Really wish that workers, siege, and blacksmith wasn't all in one.
Not sure what fantasy you guys seen where sieges are made in the same place as a blacksmith.
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
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Re: Dwarves rework
Only melee siege is in craftsman's guild.
Ranged siege must be in shooting stand i think.
Ranged siege must be in shooting stand i think.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
I know but the fact of the matter 3 different things are in one
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- makazuwr32
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Re: Dwarves rework
And that is actually good.
I don't like idea of giving for dwarves separate from craftsman's guild blacksmith building and making separate building for manufactured units (transport zeppelin, battering ram) separate building for now is not so good idea.
Alas i think that gunpowder techs (rifling and heavy cannons) must be researched in another building. I am thinking about tavern or shooting stand.
I don't like idea of giving for dwarves separate from craftsman's guild blacksmith building and making separate building for manufactured units (transport zeppelin, battering ram) separate building for now is not so good idea.
Alas i think that gunpowder techs (rifling and heavy cannons) must be researched in another building. I am thinking about tavern or shooting stand.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
Its still sketchy to me to have 3 important categories shoved in one building.
Wouldn't mind 2 but 3 imo too much. Especially seeing that the level of value for other buildings are none.
So my suggestion
I think range, and barrel techs should be researched in shooting stand.
Armor and swords in barracks
Shields in craftsmen guild
Heavy cannons in tavern
This gives value to all buildings in a equal way
Wouldn't mind 2 but 3 imo too much. Especially seeing that the level of value for other buildings are none.
So my suggestion
I think range, and barrel techs should be researched in shooting stand.
Armor and swords in barracks
Shields in craftsmen guild
Heavy cannons in tavern
This gives value to all buildings in a equal way
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
- makazuwr32
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Re: Dwarves rework
Barracks will have i think tech similar to human infantry for researching. But i suggest for that tech to affect allelee units instead.
Shooting stand will have similar tech as well that i hope will affect ranged units.
For cav units i think there is needed additional building and additional tech.
Also value level of other buildings is rather high actually.
Tavern: produces alchemists. Most valuable caster for now in the entire game.
Rune mansion: upgrades clerics and produces them and monks. Will later also used for researching runes.
Barracks: holds many non-tc units. I suppose that defenders will also get into barracks later.
Shooting stand: will hold ranged siege and other ranged units.
And a bit more about craftsman's guild: its main function as for me is blacksmith and after everything is researched than it can be used as additional factory for producing workers, transport zeppelins or battering rams (also battering ram is not siege actually — its main function is to transport infantry units in safety).
Just a reminder: dwarves still can produce their normal workers in tcs.
Also orcs have in their tent even more categories:
Melee
Ranged
Giant
Siege
Researching techs
Shooting stand will have similar tech as well that i hope will affect ranged units.
For cav units i think there is needed additional building and additional tech.
Also value level of other buildings is rather high actually.
Tavern: produces alchemists. Most valuable caster for now in the entire game.
Rune mansion: upgrades clerics and produces them and monks. Will later also used for researching runes.
Barracks: holds many non-tc units. I suppose that defenders will also get into barracks later.
Shooting stand: will hold ranged siege and other ranged units.
And a bit more about craftsman's guild: its main function as for me is blacksmith and after everything is researched than it can be used as additional factory for producing workers, transport zeppelins or battering rams (also battering ram is not siege actually — its main function is to transport infantry units in safety).
Just a reminder: dwarves still can produce their normal workers in tcs.
Also orcs have in their tent even more categories:
Melee
Ranged
Giant
Siege
Researching techs
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
So what are cavalry standards for dwarves again?
Currently I can't locate were it was I found it last but if I remember correctly it was suggested:
Boars for main
Bears for anti cavalry
Donkeys for scouts
I could agree with all but the donkey part because I think we should look a little closer to the dwarves home for a mount and by that I mean the mountain goats that would be scaling the cliffs. They are quite agile and easy to maintain.
Currently I can't locate were it was I found it last but if I remember correctly it was suggested:
Boars for main
Bears for anti cavalry
Donkeys for scouts
I could agree with all but the donkey part because I think we should look a little closer to the dwarves home for a mount and by that I mean the mountain goats that would be scaling the cliffs. They are quite agile and easy to maintain.
- makazuwr32
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Re: Dwarves rework
Image wise base of dwraven army (excluding casters) is ready.
For cavalry dwarves have boars for now (and alex wants pony for scout instead of boar).
So as result:
Pony scout
Boar lancer
Boar knight
Bears will be kept for elite mounts of defenders.
By the way, @Savra, do you want to join to our discord server about aof planning?
We mostly for now are planning things there.
For cavalry dwarves have boars for now (and alex wants pony for scout instead of boar).
So as result:
Pony scout
Boar lancer
Boar knight
Bears will be kept for elite mounts of defenders.
By the way, @Savra, do you want to join to our discord server about aof planning?
We mostly for now are planning things there.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- LordOfAles
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Re: Dwarves rework
Can't something else be put at scouting, instead of ponies? They aren't fast. At all.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- makazuwr32
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Re: Dwarves rework
I prefer boars.
Also dwarven scout will have still lower speed than other scouts - only 5.
Also dwarven scout will have still lower speed than other scouts - only 5.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
As for discord, I tried getting in but my device lacks a certain feature to get in completely, still figuring out a way around it currently though.
As for scouts, I believe mountain goats would fit better then ponys, again they are quite agile and are more closer to the dwarves homeland. What images are currently needed for dwarves units anyway? I might be able to complete some of them but I would need the base for all 3 forms.
As for scouts, I believe mountain goats would fit better then ponys, again they are quite agile and are more closer to the dwarves homeland. What images are currently needed for dwarves units anyway? I might be able to complete some of them but I would need the base for all 3 forms.
- makazuwr32
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Re: Dwarves rework
We need:
Dwarven priest with 3 tiers (pure caster, no weapons; maybe some magic sphere in one of hands);
Dwarven cleric with 3 tiers (fighter+caster weapon choice is up to you);
Dwarven alchemist tier 2 and 3 (updates from tier 1);
If you want you can also try to remake scout into goats. I can provide with current scout images and current dwarven base images (without arms) if you need.
Dwarven priest with 3 tiers (pure caster, no weapons; maybe some magic sphere in one of hands);
Dwarven cleric with 3 tiers (fighter+caster weapon choice is up to you);
Dwarven alchemist tier 2 and 3 (updates from tier 1);
If you want you can also try to remake scout into goats. I can provide with current scout images and current dwarven base images (without arms) if you need.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
- Alexander82
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Re: Dwarves rework
I have almost ready clerics. @Savra you might focus on pony/goat
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- makazuwr32
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Re: Dwarves rework
Here are current images made by @StormSaint373
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
Re: Dwarves rework
Thx, I'll try my hand at those.
Re: Dwarves rework
First, a look. How does this seem so far? (Which is better)
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- Alexander82
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Re: Dwarves rework
The image is nice but the goat seems a bit too slim to be a dwarven mount and a bit too on the side.
My idea when I've read of a goat went to the old days of ultima online
Take a looke here:
My idea when I've read of a goat went to the old days of ultima online
Take a looke here:
Age of Fantasy design leader
Re: Dwarves rework
Like this?Alexander82 wrote: ↑Sat Sep 14, 2019 5:14 am The image is nice but the goat seems a bit too slim to be a dwarven mount and a bit too on the side.
My idea when I've read of a goat went to the old days of ultima online
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