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Home › Forums › Age of Wonders 3 Discussions › Dev Journal: Improving Race Variety & Starting Perks
This topic contains 165 replies, has 66 voices, and was last updated by vault101tunnelsnake 7 years, 5 months ago.
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November 14, 2014 at 20:50 #134306
I’ll add my voice to those expressing happiness at the return of the Butchers but who would like to see the Skewers remain. People have already posted good ideas on the how.
Removing the Skewer completely seems a waste: time and effort was put into creating the unit, why throw that effort away?
November 14, 2014 at 20:52 #134308I’ll add my voice to those expressing happiness at the return of the Butchers but who would like to see the Skewers remain. People have already posted good ideas on the how.
Removing the Skewer completely seems a waste: time and effort was put into creating the unit, why throw that effort away?
I agree with this person!
November 14, 2014 at 21:18 #134313As you can only activate it once per battle, I think battlecry should last a few turns…
Ofcourse, I don;t know which units will get it, so my mind may change!
November 14, 2014 at 21:29 #134315love this, you guys are amazing
for some reason it made me wonder if that grey – haired hag with poison darts would return – i miss the cackle
thanks for all the work and updates
November 14, 2014 at 21:42 #134319Triumph, you keep making an excellent game significantly better with each update.
This is devotion that is rarely seen nowadays.I wish you all the luck you deserve and many, many more expansions before AoW IV.
November 14, 2014 at 21:49 #134320Very nice journal. Also cool that there will be a free update at the same time as the DLC. Not that i am not buying the DLC of course 🙂
…
I wish you all the luck you deserve and many, many more expansions before AoW IV.+1
November 14, 2014 at 22:08 #134322Jesus, people, you are amazing! Sounds just great.
About the Skewer/Butcher. First thought was, yes, evolving Skewer to Butcher, great – but actually it doesn’t matter what you dp, because it will be awesome no matter what: being able to hire the Butcher right away will make Goblins a great force against Cavalry based arnies…
November 14, 2014 at 22:41 #134326Good to see you guys gave the current Specializations a change, although I would also add +1 vision to Watchtowers in Explorer. As for the spells to change Nodes maybe they could also work on opposite nodes (like turning a Fire Node into a Water Node if you picked Water Master) but would have the double of the cost compared to turning Mana Nodes. I’m curious for what Wild Magic Adept and Master would offer.
As for Butchers… Love to see them back, but I think it’s a bit to drastic to just dischard the Skewer, maybe we could give them Evolve to become Butchers later. Actually, having two options for Pikeman (one “weaker” and one “stronger”) can give uniqueness for Goblins.
As for other Race specific changes, maybe you guys could consider this for Humans: They could have Witches as a extra unit. Witches would be T2 Support but unlike Priests they would be more on the offensive side, having Fairy Fire, Throw Curse and learning Steal Enchantment. Or you guys could consider Swashbucklers as a extra unit in the rooster.
As you can only activate it once per battle, I think battlecry should last a few turns…
Ofcourse, I don;t know which units will get it, so my mind may change!
I would imagine that even class units would get it, including Berserkers. And they already give a devastating blow with charge so imagine with +3 Strenght.
November 14, 2014 at 22:41 #134327Please, Triumph, with all those new changes, introduce separate pages for each class in Tome of Wonders, that will list all race special feats, maybe in most short way possible.
And link those pages from Races
For example:
Goblin: Rogue
Bard has poisoned crossbow
Elf: Rogue
Bard has Longbow
I know there are specific pages for each unit, but it is not very comfortable to scroll through multiple pages when looking for it, and now there will also be SOME Orcs with War Cry and some without it.November 14, 2014 at 23:38 #134345I think the butcher should keep the basic look of the skewers armour.
the big black hood looked so cool. give it more spiky armour instead of an apron ;DNovember 14, 2014 at 23:44 #134348Going back and reading butcher description… So these new butchers were the result of our friends the skewers revolting against their overlords?
November 15, 2014 at 00:07 #134356If these refinements will be part of an update/patch, and not the next DLC, then I can hope that the original campaigns will also be changed that way?
I really hope so, because past patches – contrary to the DLC – also took the improvements to campaigns, and so it should be with this update, too!
But this is good news, as more racial diversy is never wrong. Of course, the best improvement would one more unique unit per race, but unfortunately, I don’t think such a big change could be integrated into the campaigns as well…just my thoughts…
November 15, 2014 at 00:08 #134357Sounds great!
2 things – first, I agree that the skewer should be kept. Having it available as a neutral guard / hireable in an inn would be enough here. Just don’t remove it entirely.
I also would like to see a little something extra to help make your starting race a bit more important. I think some sort of bonus that only works on cities that increases output would be nice.
Ex: If you start as dwarves, all dwarven cities gain 10% output (or all non-dwarven cities lose 10% output). Possibly some specialization could eliminate the penalty, or being on good terms with other races (via the newly added Race relations).
November 15, 2014 at 00:35 #134366I like the changes, and agree with the sentiment that all nodes should be transformable.
and the Razorbows, who is proving controversial, in that some players (Garresh) think they are terribad, whilst others (Bouh etc) think their razor projectiles make them rather interesting.
One idea I had: Give them longbows (at the same damage) and inflict severely poisoned at veteran. This would put their damage roughly on par with human archers, while giving them their own role.
November 15, 2014 at 05:04 #134386These changes look great. I was always annoyed that you couldn’t see a leader’s skills from the diplomacy screen.
I have two simple requests for the patch:
1) An option to by pass the cut scene into the tactical battle screen and an option to set the default speed to 3x. It gets old to press space bar and set the speed to 3x manually for every single battle.
2) When you double-click with the mouse at the spot where a unit is ordered to go, it goes there in fast motion. I want the same thing to happen when I press M twice quickly so that the movement order gets executed in fast animation.
These two simple improvements would increase my gameplay satisfaction greatly.
Thanks.
November 15, 2014 at 05:24 #1343871) An option to by pass the cut scene into the tactical battle screen and an option to set the default speed to 3x. It gets old to press space bar and set the speed to 3x manually for every single battle.
In advanced settings in game setup, check force high speed tactical combat. Your request was implemented a while back.
November 15, 2014 at 05:29 #134388<div class=”d4p-bbt-quote-title”>BandC wrote:</div>
1) An option to by pass the cut scene into the tactical battle screen and an option to set the default speed to 3x. It gets old to press space bar and set the speed to 3x manually for every single battle.In advanced settings in game setup, check force high speed tactical combat. Your request was implemented a while back.
Hmm I’m playing the Campaign and I didn’t see that. I’ll check again. Does it also do the skip cut scene?
November 15, 2014 at 06:22 #134393Hrrrmn. I’m a bit ambivalent on ditching Skewers entirely. It’s good that the Butchers are generating some increased racial variation, but bog-standard goblins with spears are a traditional part of the goblin lineup. I’d be inclined to have both, with Skewers being something cheap you can produce en masse if you need to and Butchers being the more powerful option. Possibly remove Armor Piercing from the Skewers (potentially allowing it to go on another pikemen unit) and replace it with the ability to Evolve to Butchers.
My question is basically this: will earlier access to these benefit an Orc player? I look forward to playtesting this
Well, it’s effectively -50g for the entire barracks chain, so it likely translates into faster Black Knights and Shock Troopers as well. It also makes those tier 1s, including the Razorbows, more attractive compared to simply spamming no-infrastructure-required Spearmen.
Regarding War Cry… Personally, I’m inclined to keep it at one turn. Battles are often decided within two or three turns of melee being joined, so if it lasts for more than one turn it risks becoming a de facto flat +3 to damage. If it is made to last longer it will need some downside significant enough that it’s still an interesting choice.
November 15, 2014 at 06:45 #134398Hrrrmn. I’m a bit ambivalent on ditching Skewers entirely. It’s good that the Butchers are generating some increased racial variation, but bog-standard goblins with spears are a traditional part of the goblin lineup. I’d be inclined to have both, with Skewers being something cheap you can produce en masse if you need to and Butchers being the more powerful option. Possibly remove Armor Piercing from the Skewers (potentially allowing it to go on another pikemen unit) and replace it with the ability to Evolve to Butchers.
Actually I remembered about something.
One of old BBB’s suggestions for racial diversity (don’t have a link, but I remember him suggesting that) was to move the Goblin Skewer to the Barracks instead of the War Hall. Considering that Goblins favor a “rush strategy” I think it fits IMHO, and it would not be redundant unlike if you build the War Hall and have 2 Pikeman and one is better than the other.
November 15, 2014 at 09:14 #134408Yes! Butchers come back!
November 15, 2014 at 09:26 #134409Possibly remove Armor Piercing from the Skewers (potentially allowing it to go on another pikemen unit)
They’re the only pike to hate innately, all other get it at medal. My preference would be to keep the skewer where it is and give the Butcher as a bonus unit.
(Oh, and give back the bomber!)
November 15, 2014 at 09:45 #134410It’s until end of turn, not battle.
I must say it’s put a bit confusive, but you’re right. I’d have expected it to say “end of combat round” or something similar in a case like this.
As for the Defensive Strike for the dwarves, can we expect this on certain class units like the Crusader? Would be pretty useful there IMO, and a nice dwarven touch. Hell, I might even start playing them…(Not doing because they’re A) ugly and B) boring(sturdy). ). Also, can we get this Ability in the Item Forge? It’s been something I’d like to give my heroes…
November 15, 2014 at 09:55 #134411Interesting update I will have to see if any of it matter in the end. Some things like the Butcher will matter but I need to do some calculations before I comment on the racial economic stuff
November 15, 2014 at 12:21 #134430This sneak peak of upcoming changes is really promising, keep up the good work 🙂
The racial abilities are nice and seem to capture the feel of each race.
But as some posters before me stated, I am also against the removal of goblin skewers. It may seem a bit redundant for goblins to have two pike units but it’s also a bit of uniqueness. I think sometimes it could be better to mass skewers for example if player is low on cash. Also in AoW SM goblins in fact had 2 “pike units” – both butchers and grunts (which would be equivalent of skewers) were armed with polearms.
Perhaps skewers could be enabled by barracks as BBB suggested thus recreating the unit composition in AoW SM.November 15, 2014 at 12:58 #134432Hrrrmn. I’m a bit ambivalent on ditching Skewers entirely. It’s good that the Butchers are generating some increased racial variation, but bog-standard goblins with spears are a traditional part of the goblin lineup. I’d be inclined to have both, with Skewers being something cheap you can produce en masse if you need to and Butchers being the more powerful option. Possibly remove Armor Piercing from the Skewers (potentially allowing it to go on another pikemen unit) and replace it with the ability to Evolve to Butchers.
<div class=”d4p-bbt-quote-title”>BLOODYBATTLEBRAIN wrote:</div>
My question is basically this: will earlier access to these benefit an Orc player? I look forward to playtesting thisWell, it’s effectively -50g for the entire barracks chain, so it likely translates into faster Black Knights and Shock Troopers as well. It also makes those tier 1s, including the Razorbows, more attractive compared to simply spamming no-infrastructure-required Spearmen.
Regarding War Cry… Personally, I’m inclined to keep it at one turn. Battles are often decided within two or three turns of melee being joined, so if it lasts for more than one turn it risks becoming a de facto flat +3 to damage. If it is made to last longer it will need some downside significant enough that it’s still an interesting choice.
I think moving Skewers to the Barracks is a good idea, and honestly, if they end up adding a new (assymetric) unit for everyone to diversify the races a bit more, they should maybe move all Pike units to the Barracks and the new units come out with the Warhall – Even if some of the units are T3 rather than T2. (I’m totally not saying this because I am desperate for Sheriffs to make a return…)
And I agree, I think War Cry should remain a one turn, once-per-battle ability – since the description talks about it not costing any AP it will add an interesting little piece of finessing to battles as the Orcs – When best do I have this x unit deploy its War Cry? (I suspect it is going to heavily favour Shocktroopers)
November 15, 2014 at 13:29 #134435I think moving Skewers to the Barracks is a good idea, and honestly, if they end up adding a new (assymetric) unit for everyone to diversify the races a bit more, they should maybe move all Pike units to the Barracks and the new units come out with the Warhall
Remember that the point of diversifying races is to make them play differently. If every race now gets Pikes at barracks then all we’ve done is change every race equally, which to me is not what asymmetry is about.
It’d also be a step in the wrong direction. The original AoW had an interesting line-up of races, in that not every race had every unit.
IIRC, Goblins and Humans were the only ones to get Pikes.
I like the current approach TS seem to be taking, in that the diversity is not only unit based, but also building based. There is such huge scope for mixing up the building orders!
I was chatting with Fen and others, and basically, the “normal” matrix has already been changed in the following ways:
Cheaper siege shops for Dwarves
Cheaper barracks for Orcs (who heal in battle)
Butchers for Goblins, so a unique T2 unit (also terrain based healing)
Evolving Cavalry for Humansbut there is room for some more aow1 flavour, basically:
Haflings to get their Cavalry out earlier, i.e. with the barracks. Change stats if needed. Excellent tactical synergy possible with these and Jesters, but in a “proper” fight (as an Orc would say) they’d still melt. Also, early Hafling cav plays off against later (but better) Goblin anti-Cav. Lorewise though, Drax made a good point that perhaps Farmers, being as they are, you know, Farmers, should come out earlier?
Elves to get their Longbows out later, i.e. with the Warhall, and said Longbows to become tier 2 units, with some slight buffing. Further option to become Master Longbows once the tier 3 building is built (rename it to “Elven Citadel” or something and have it unlock recruitment of Master Longbows and Gryphon Riders).
Master Longbows would be a tier 3 ranged unit, and have abilities tied to long range archery (but not s straight long range upgrade, that’s be op) such as a repurposed form of the Human defence “sound the bells” ability (the one that you can build as Humans to defend your cities…) – this was Drax or Chrys. Good idea imho.
However, Longbows don’t “evolve” in the normal sense (i.e. hit Elite and change) but can be recruited, or retrofitted, at cost. So if you have regular Longbows, they can be “retrained” to become master Bows.
So:
Goblins – tier 2 anti-cav
Haflings – tier 1 Cavalry
Elves – Tier 2 Archers
Orcs -cheaper barracks (ergo earlier tier 1 units, and conceivably earlier Warhall etc units)
Dwarves – cheaper siege shops (ergo earlier Trebs)
Humans – evolving Cavalry
Draconians – risk becoming the vanilla faction lol, as, apart from fast healing, they don;t get anything that is specific to them.November 15, 2014 at 13:49 #134439<div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>
I think moving Skewers to the Barracks is a good idea, and honestly, if they end up adding a new (assymetric) unit for everyone to diversify the races a bit more, they should maybe move all Pike units to the Barracks and the new units come out with the WarhallRemember that the point of diversifying races is to make them play differently. If every race now gets Pikes at barracks then all we’ve done is change every race equally, which to me is not what asymmetry is about.
It’d also be a step in the wrong direction. The original AoW had an interesting line-up of races, in that not every race had every unit.
Pike Units are Tier 1, it makes sense for them to come out at the Barracks. And it would not be a step towards homogenising them (no more than they are already, with all of them coming out at Warhall), if the Warhall now provides every race with a vastly different unit. A T2 Pike for the Goblins, a T2.5/3 Cavalry for the Halflings, etc.
That would be, manifestly, a step away from homogenisation and a step towards asymmetry, because now every race would differentiate at the Warhall, not just at the T3 Production Building
November 15, 2014 at 13:55 #134442Well I would just like the rest add the butcher, but keep the skewer. We already have some form of asymetry when one player has a naga dwelling and the other has not (t2 pikes).
So if some races have a unit more, I don’t think it is really disturbing for the overall balance.
November 15, 2014 at 14:06 #134445Pike Units are Tier 1, it makes sense for them to come out at the Barracks.
Pike units are more Tier 1.5 – in the situations where infantry are good pikemen are almost as good and sometimes better (particularly overwhelm infantry – an extra retaliation through First Strike when defending, or not taking that extra retaliation when attacking a unit with First Strike, is often more useful than overwhelm), and against mounted units and flyers, pikemen are really good. Making pikemen a barracks unit would also make it a bit too easy in my eyes to pre-counter cavalry or flyers by building up a large pike force long before a cavalry army could be assembled. Knock them down to Barracks level and the current balance between infantry and pikemen, and between pikemen and cavalry/flyers, would need to be rejigged substantially or you’ll risk seeing tier 1 infantry disappear altogether except maybe as specialised siege troops when a player has no better options.
November 15, 2014 at 14:10 #134446<div class=”d4p-bbt-quote-title”>Ravenholme wrote:</div>
Pike Units are Tier 1, it makes sense for them to come out at the Barracks.Pike units are more Tier 1.5 – in the situations where infantry are good pikemen are almost as good and sometimes better (particularly overwhelm infantry – an extra retaliation through First Strike when defending, or not taking that extra retaliation when attacking a unit with First Strike, is often more useful than overwhelm), and against mounted units and flyers, pikemen are really good. Making pikemen a barracks unit would also make it a bit too easy in my eyes to pre-counter cavalry or flyers by building up a large pike force long before a cavalry army could be assembled. Knock them down to Barracks level and the current balance between infantry and pikemen, and between pikemen and cavalry/flyers, would need to be rejigged substantially or you’ll risk seeing tier 1 infantry disappear altogether except maybe as specialised siege troops when a player has no better options.
One suggests that the addition of new, asymmetric units to the tier above them would already rejigger that balance fairly substantially, depending on what units are available.
A Goblin player is unlikely to mass Skewers if he can hold off for a while and get Butchers, for example.
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