So just remove the feet of the skrill and add fangsAlexander82 wrote: ↑Sun Feb 02, 2020 4:40 pm for hobgoblins I was considering to change the skrill rider to a serpentine dragon-like creature
Scalefolk rework
- SirLuciano
- Posts: 287
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- Location: Batangas Province,Philippines
Re: Scalefolk rework
Let the Empire of your land stay within your heart and its knights defend your soul
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
Wondering what do we need or missing.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
Merchant or "hunter", plus some unit images.
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- unit_building_scaledfolk_temple.png (22.17 KiB) Viewed 4419 times
Last edited by Savra on Mon Aug 31, 2020 2:40 pm, edited 1 time in total.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
Still working on the other forms but here's 2.
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- velociraptor.png (1.41 KiB) Viewed 6556 times
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- Kobald Exuviaewalker.png (1.16 KiB) Viewed 6556 times
- SirLuciano
- Posts: 287
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- Location: Batangas Province,Philippines
Re: Scalefolk rework
Noice
Let the Empire of your land stay within your heart and its knights defend your soul
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Re: Scalefolk rework
Yes, I might add another form to the list too.
- Puss_in_Boots
- Posts: 3209
- Joined: Fri Apr 21, 2017 1:23 am
- Location: New Jersey
Re: Scalefolk rework
The rex needs a size increase (nicely done with the quills). The rest need to shrink down a bit.
OLÉ
Re: Scalefolk rework
Btw, I'm updating the lizardmens images so that they aren't so big. Plus somewhat of a design change too.
Re: Scalefolk rework
This is just one of them, but this is the general new look.
I decided to fuse the shielder and spearmen of the lizardmen together to make it more flavorful, also I believe that instead of having 2 range for scaledfolk spearmen, they could have a tech that costs 6-8 turns that enables them to throw their spears, with bonuses (possibly halved though) with 3 rng. But a cool of 3-2 turns. Could require a ranged tech. (being that most their ranged units have improvised ranged weapons we could just pair it with that.)
I decided to fuse the shielder and spearmen of the lizardmen together to make it more flavorful, also I believe that instead of having 2 range for scaledfolk spearmen, they could have a tech that costs 6-8 turns that enables them to throw their spears, with bonuses (possibly halved though) with 3 rng. But a cool of 3-2 turns. Could require a ranged tech. (being that most their ranged units have improvised ranged weapons we could just pair it with that.)
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- Savage lizardmen 2.png (1.73 KiB) Viewed 6123 times
Re: Scalefolk rework
Updated. Moved shield.
Also we could make lizardmen shielders have the same defence as elves or just a tad bit higher.
Also we could make lizardmen shielders have the same defence as elves or just a tad bit higher.
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- Savage lizardmen 2.png (1.83 KiB) Viewed 6123 times
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
This one wouldn't be a anti cavalry unut but a normal infantry though.
Age of Fantasy design leader
Re: Scalefolk rework
Course we could also just give it less bonuses toward cavalry, I noticed that the spearmen in game do have a difference in bonuses from eachother, so we could give it 8 attack but with like 50% bonus to cavalry. Making it more of a shielder then an anti cavalry unit.Alexander82 wrote: ↑Sat Mar 14, 2020 9:36 am This one wouldn't be a anti cavalry unut but a normal infantry though.
Anyway, here's some more. I also changed the kobalds eyes to black being that some reptiles do have all black eyes.
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- Kobald darter.png (1.04 KiB) Viewed 6073 times
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- Kobald ghost warrior.png (1.14 KiB) Viewed 6073 times
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- kobald slinger.png (1.34 KiB) Viewed 6073 times
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- Kobald spearmen.png (1.39 KiB) Viewed 6073 times
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- Kobald Stalker.png (1.29 KiB) Viewed 6073 times
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- Kobald welp.png (1.03 KiB) Viewed 6073 times
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- kobald witchdoctor.png (1.19 KiB) Viewed 6073 times
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- monitor rider.png (1.94 KiB) Viewed 6073 times
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- Komodo rider 2.png (2.08 KiB) Viewed 6073 times
Last edited by Savra on Sun Mar 15, 2020 3:50 am, edited 1 time in total.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
I'm already planning different roles for spears, pikes and halberds, that might mean that some units might require some weapon change (or they might just need a new unit to take up a certain role)
in general I'd like more variety of bonuses based on weapon choice
in general I'd like more variety of bonuses based on weapon choice
Age of Fantasy design leader
Re: Scalefolk rework
That sounds good.
Anyway, here's the new look for the draconians, at least some of them.
Also some others.
Anyway, here's the new look for the draconians, at least some of them.
Also some others.
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- kobald Tlamanih.png (1.31 KiB) Viewed 6070 times
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- Lizardmen Hunter 2.png (1.75 KiB) Viewed 6072 times
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- Draconian Shielder 2.png (1.86 KiB) Viewed 6072 times
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- Draconian General 2.png (2.31 KiB) Viewed 6072 times
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- Draconian dwellings.png (5.29 KiB) Viewed 6072 times
Re: Scalefolk rework
as I understand it, the gnomes are almost complete and you are engaged in undead, but can we hope that a new balance of lizards will be introduced before the end of summer?
Re: Scalefolk rework
Hopefully, but I wouldn't know, it depends on how long the dwarves will take, they still are getting units and techs figured out and they still need a proper navy plus siege equipment. Scaledfolks are the last on the list to be done, but I'll probably have a majority of the images here ready when the time comes for them to pick and choose what's getting in for them.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
probably no, sorry.
For dwarves we need next things to do:
1. Casters
2. Siege
3. Air (at least 1-2 units)
4. Defenders (sub)
5. Slayers (sub)
6. Gnomes (sub)
And we are waiting for implementation of next things:
1. runes for dwarves (we will need to discuss later runes for defenders and slayers subs)
2. Gold mines - special building that will increase production speed and produce money couriers.
Also we are working at the same time on undeads. We need for undeads next things:
1. The Veil (sub)
2. New mechanic for raising dead (upgradable "raise dead" spell that will allow to raise more powerful skeletons - armored and golden variants)
3. Monster skeletons - alternate variant for all corpse skeletons, probably on the same level as golden skeletons but with different function
4. Proper siege for undeads. Currently they have no actual siege units.
5. Some balance after implementation of all things above.
And after that we are going to work on big global update for Buildings/construction.
currently it is rather unbalanced when one race (undeads) have for their mega building 500 hp while others (humans, dwarves) have 2250/2000 hp. Same for factories and other buildings.
Another problem that we see is that factories are easily destroyed by regular infantries. it is not realistic that swordman can in 1-2 hits destroy huge building like barracks or tower.
This update also will make walls and siege much more useful.
Alex also wants to change mechanic of infantry melee units (i do not like this idea for now). Under discussion.
and only after that i think we will begin working on scalefolks.
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: Scalefolk rework
that is, Alexander completely wants to change the entire mechanics of the infantry, and thanks for explaining how the updates are going, I wish good luck to all of youmakazuwr32 wrote: ↑Sun Mar 15, 2020 8:04 amprobably no, sorry.
For dwarves we need next things to do:
1. Casters
2. Siege
3. Air (at least 1-2 units)
4. Defenders (sub)
5. Slayers (sub)
6. Gnomes (sub)
And we are waiting for implementation of next things:
1. runes for dwarves (we will need to discuss later runes for defenders and slayers subs)
2. Gold mines - special building that will increase production speed and produce money couriers.
Also we are working at the same time on undeads. We need for undeads next things:
1. The Veil (sub)
2. New mechanic for raising dead (upgradable "raise dead" spell that will allow to raise more powerful skeletons - armored and golden variants)
3. Monster skeletons - alternate variant for all corpse skeletons, probably on the same level as golden skeletons but with different function
4. Proper siege for undeads. Currently they have no actual siege units.
5. Some balance after implementation of all things above.
And after that we are going to work on big global update for Buildings/construction.
currently it is rather unbalanced when one race (undeads) have for their mega building 500 hp while others (humans, dwarves) have 2250/2000 hp. Same for factories and other buildings.
Another problem that we see is that factories are easily destroyed by regular infantries. it is not realistic that swordman can in 1-2 hits destroy huge building like barracks or tower.
This update also will make walls and siege much more useful.
Alex also wants to change mechanic of infantry melee units (i do not like this idea for now). Under discussion.
and only after that i think we will begin working on scalefolks.
Re: Scalefolk rework
Another redesign.
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- Lizardmen sergant 2.png (1.92 KiB) Viewed 6021 times
Re: Scalefolk rework
Updated.
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- Draconian General 2.png (2.39 KiB) Viewed 5976 times
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- Lizardmen sergant 2.png (1.92 KiB) Viewed 5976 times
- Squirrel5555
- Posts: 860
- Joined: Sun Feb 16, 2020 3:43 pm
Re: Scalefolk rework
Hmm, maybe I should go for something less generic, say @Alexander82 would an armoured lizardmen and draconian work in place of simple shielders? Then we can just paid their upgrade up with the turtlemens ones and call it either hardened scutes or something.
Btw, by armoured I mean natural armour similar to an anklysaur.
Btw, by armoured I mean natural armour similar to an anklysaur.
Re: Scalefolk rework
These basically.
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- Armoured lizardmen.png (1.75 KiB) Viewed 5910 times
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- Armoured draconian.png (1.86 KiB) Viewed 5910 times