Tavern dwellers
Tavern dwellers
The shady folks who tend to gather around the taverns, drunkards, and obviously tavernkeeper at the center of it, not a faction per say, but a gathering of beer lovers. Unit:drunkard(bar patron),a basic 1 turn token unit that gets additional bonus when drunk. Unit:bar brawler, a dwarfen Monk with significantly greater alcohol tolerance, and possibly greater pain tolerance, also stronger when drunk, just as drunkard(could replace dwarfen Monk completely, or work alongside as its more beer loving cousin). Unit:mugger, a small time thief that doesnt do much on the battlefield other than stealing, dunno if it even should be into beer that much. Unit:tavernkeeper, someone has to dispense all this alcohol, and other beverages that give various effects, like greater pain tolerance, full rage, magical provess, and ultimately hangover if theres too much drinking going on single unit(buffs from drinking could be greater on some tavern units). Alchemist(reworked). Instead of being a nerfed orc shaman, alchemist now has a vast array of potions for every situation(potions to throw at enemy, to help other dwarfes, to drink himself, dunno if it should be your typical your run of the Mill RPG potions, or straight out drugs that cause harm when overdosed)
Re: Tavern dwellers
Alternatively it could be a syndicate faction filled with thugs, muggers,petty casters, and of course ringleaders to lead it all
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern dwellers
Probably we will use tavern for slayers sub of dwarves. That one is fitting best for them right now.
Alchemist will be moved to gnomes (will become gnomish unit).
Barman unit (or some other unit with keg of alcohol) will be a thing — will throw bottles to give miss chance to enemies, provide ale for melee fighters for extra attack and so on.
"Bonus stats when some effect is applied" (for example extra attack and speed when unit is on fire) — requires a buttload of coding and if will be implemented than years later. Probably at least 2 years later.
Monk will be a thing.
Knuckle brawler will be a thing for slayers.
Muggler — probably will fit for gnomes since gnomes by themselves are not good fighters. Tinkers, alchemists, illusionists and stealthy guys — yes, but not as melee fighters on their own (for that gnomes use dwarves and their own mechanical inventions).
Alchemist will be moved to gnomes (will become gnomish unit).
Barman unit (or some other unit with keg of alcohol) will be a thing — will throw bottles to give miss chance to enemies, provide ale for melee fighters for extra attack and so on.
"Bonus stats when some effect is applied" (for example extra attack and speed when unit is on fire) — requires a buttload of coding and if will be implemented than years later. Probably at least 2 years later.
Monk will be a thing.
Knuckle brawler will be a thing for slayers.
Muggler — probably will fit for gnomes since gnomes by themselves are not good fighters. Tinkers, alchemists, illusionists and stealthy guys — yes, but not as melee fighters on their own (for that gnomes use dwarves and their own mechanical inventions).
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: Tavern dwellers
Mugger doesnt have to be a melle fighter per say, it could even be a stealth unit per say, similar to skarn
Re: Tavern dwellers
Is there a token 1 turn filler planned for dwarfes btw, just curious?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern dwellers
Yes it is for tc.
Wailing dwarf.
25/28/31 hp, 6/7/8 attack, 1/1 armor. Affected by all regular melee upgrades.
Has rune of healing (not that it is useful though).
We need images for him though.
Wailing dwarf.
25/28/31 hp, 6/7/8 attack, 1/1 armor. Affected by all regular melee upgrades.
Has rune of healing (not that it is useful though).
We need images for him though.
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™.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern dwellers
Stealth is to gnomes.
Dwarves are too proud to use such dirty tricks as stealth. Not by themselves at least.
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: Tavern dwellers
Tavern is open for all, unless you really wanna make it for dwarfes only
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Tavern dwellers
Well we will think more about that but for now for slayers tavern fits the most.
They will be armorless rush&crush units with not good overall survivability. They do not fit into regular barracks-like building especially because they will have specialized hunter units against specific enemies.
And that sounds a lot like adventurers, does not it?
They will be armorless rush&crush units with not good overall survivability. They do not fit into regular barracks-like building especially because they will have specialized hunter units against specific enemies.
And that sounds a lot like adventurers, does not it?
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™.