Neoskel

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  • in reply to: Race/Class Diversity vs. Flavor #188996

    Neoskel
    Member

    It’s not about precedent, it’s about personality. Orcs didn’t have any spear throwing units in the previous games either, but I agree that orc units throwing spears feels more in keeping with the orc ‘flavor’ than them using crossbows.

    in reply to: [FIXED] Missing Leader Postures #185394

    Neoskel
    Member

    Also of note, most races no longer have access to the hunched over ‘Igor’ pose (posture 5 on a goblin female). I miss making demented elves and such. Only goblins, draconians and frostlings can use it now.

    There’s also some weirdness here and there:
    Halflings can’t use the second new posture (posture 13 on a goblin female) I can’t see a reason why.
    Dwarves have a duplicate of a posture (postures 2 and 9 on a dwarf female) The arms are slightly further out in the second one. They should probably not have the first one as the arms clip through the body.

    in reply to: Full range of postures #183016

    Neoskel
    Member

    I miss the hunched over posture that only goblins and draconians have now as well. How am i supposed to have my deranged elves now?

    in reply to: Restore the Underground Plz #178939

    Neoskel
    Member

    Dwarves get a good boost in gold from digging at least ;)

    Actually, now that dwarven cities like cavern walls (dig-able and non-dig-able) you would be sacrificing city happiness for a little gold.
    Goblins however have no such qualms.

    in reply to: Dev Journal: Tigrans Part I #157142

    Neoskel
    Member

    Personally I liked the Cat Master, but since we have the Cabretooth Chariot which is also ranged, I approve. I assume the Mystic will stay fairly similar.

    Tigran warlord’s mounted archers would basically be cat masters, since their mounts will almost certainly be sabretooths.

    The bloodthirsty ability works on crippled enemies too, so maybe the archers will cause crippling wounds? Kinda expecting shredders as archers, and causing bleeding makes more sense there. Bolas throwers maybe? Prowlers get a bonus vs. incapped targets too, so hmm.

    in reply to: Dev Journal: Frostling Queen and Royal Guard #139083

    Neoskel
    Member

    Keep in mind that they can’t just protect Ice Queens, but any female Frostling unit, such as Frost Witches and Bards that might only have 28mp (not everyone has the archdruid movement increase for supports).

    Succubus too. The ability still has value for use on faster units anyways, since you can cast it on the units on turn one of combat like with martyrs.

    I would imagine that some of the class specific frostling units will be female instead of male to synergize with the guards. Probably the support type units, like shamans, apprentices, evangelists. Ooh, the Necromancer’s Deathbringer is female.

    I can see guards having an exception for frostling heroes/leaders since they would also have strong frost witch blood. They wouldn’t guard other guards, that’s just silly.

    Hehe, I totally called the polar bear chariot in one of the earlier threads.

    I wonder if some of the higher tier class units will look like guards as opposed to the classic frostling short build. Like phalanxes and exalted. Would especially make sense for exalted.

    in reply to: Dev Journal: The Frostlings are Coming! #136689

    Neoskel
    Member

    Oh cool, so I guess the tier 3 is the Frost Queen after all. Hmm, I wonder what their chariots are pulled by. Would be awesome if it was polar bears. It’s totally polar bears isn’t it.

    Wow, that is a pretty awesome support ability. Especially since some of their other units are likely to also have frost damage to benefit from inflict chilling. The most offensively geared support unit buff yet, since it doesn’t heal (or add health) or give a resistance.

    in reply to: Dev Journal: The Frostlings are Coming! #136675

    Neoskel
    Member

    What if the frost witch is the tier 1 archer? I know that it’s weird to have an archer without any of the physical channel in it’s attack (Is there anything resistant to both fire and frost damage but not to physical?), but it’s not obviously ‘supporty’ to me. If it was a support i’d expect some sort of activatable ability instead of a passive inflict on attacks. That would leave the frost queen as the tier 2 support.

    My guesses for the other units would be:
    a Raider for tier 1 infantry. I would expect shields and some sort of passive ability. Maybe just mariner.
    Some sort of survivalist or whaler for pikeman. Sea creature slayer? Mariner?
    Bleak Warg tier 2 cavalry. Little bit of frost damage in the attack? Artic concealment?
    tier 3 Mammoth cavalry. Maybe be a slower ranged unit with spear throwers in a howdah instead of a melee cavalry. No current racial ranged tier 3.

    I think Frostlings would like barrens and water. Dislike tropical and hate volcanic and blighted? Would seem pretty tough to hate all three of those. Maybe they only dislike blighted because of their affinity for harsh environs?

    in reply to: Dev Journal: Cosmic Events #133346

    Neoskel
    Member

    So shooting stars basically reverts the combat system to that of the previous games?

    in reply to: Dev Journal: Necromancer Class Design #125157

    Neoskel
    Member

    Cool stuff. One thing about AoW3 is how alignment is separate from what race/etc. you are playing now. In light of this, Theocrat has a darker/’evil’ outfit as there can be evil Theocrats (and light is not good, not gonna link to TvTropes). Makes one wonder what a ‘good’ necromancer would look like. Would a good Necromancer turn their people into undead wholesale?

    If a city population is converted or partially converted to undead, what happens when another class conquers and assimilates that city? Would any independent cities start out in an undead state? I’d imagine that the cities would still mostly be living with undead servants/guards and maybe certain ‘blessings’ of undeath for the population without fully becoming undead (maybe tied to the class structures?).

    If racial units get undead versions, will their stats get buffed? Will they not be able to heal and have massive spirit weakness like the current undead? Will they lose access to abilities like the draconians’ fast healing or Strong Will (which would be terribly broken on undead). Would an undead human priest have only 40% spirit weakness?

    If the racial units get undead versions, tombs and boneyards are likely to get a lot more varied.

    in reply to: Let's play! #121616

    Neoskel
    Member

    Is the throw chicken ability on halfling farmers once per battle or does it have a cooldown?

    Also, good grief, halflings have four units with physical ranged attacks. Nightguards don’t have a ranged attack too do they? Really getting some work out of that +1 ranged strength.

    Halflings don’t have much non-physical damage by themselves, only a little fire damage from the jesters, and that’s only one shot at a time (and dangerous for your dudes too, dazzling your own guys seems like a bad idea).

    Haven’t seen any monkeys, elephants, feathered serpents, sirens (there was a stack of mermaids on a shrine), nagas or anything else new yet. Also haven’t seen the stats on lesser fire elementals (do they have sprint too?) or full spirit elementals. Would like to see as many new units as possible.

    in reply to: Patch v1.4 Known Issues, Bugs & Problems #121131

    Neoskel
    Member

    The Elemental race ability should be ‘Elemental’ instead of ‘Elementals’ to match up with the rest of the race abilities.

    in reply to: v1.1 Huge Beta Patch available on Steam #117871

    Neoskel
    Member

    (Forum) Necromancer class confirmed!

    in reply to: Halflings #116104

    Neoskel
    Member

    From what I’ve gathered from the trailer and screenshots, the units are as follows:

    Tier I
    Irregular = Adventurer (3 shots for ranged!!! animal and monster slayer)
    Basically the slinger
    Infantry = ??? (urban concealment, has a shield)
    Some sort of swashbuckler/musketeer
    Archer = Jester (one shot, large physical and fire damage with area effects. No range damage falloff? +1 hex radius dazzle and +2 hex radius panic for animals. area effects are friendly fire)
    Firework rocketeer
    Pikeman = ??? (wields pitchfork, has chickens on his back. WHAT DO THE CHICKENS DO?!)
    Farmer

    Tier II
    Support = Brew Brother (3 shots physical ranged attack, touch support ability which heals, increases maximum health and increases morale gives minor healing to stack on strategic map divided among injured units. Has minor bard skills as well)
    Supercook
    Cavalry = Pony Rider (Bog standard cavalry)
    Returning unit

    Tier III
    Big/Best = Eagle Rider (flying cavalry, has some variant of the sprint ability)
    Returning unit

Viewing 14 posts - 1 through 14 (of 14 total)