[Faction] The Væringjar - 1.0.0 zip available

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Cloud
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Re: [Faction] The Væringjar

Post by Cloud »

XD, that would be hilarious, just imagine the comments.

"What's he going to do? Spill mead over us?"
"I don't know sarge, he looks awful big."
"Nah, bigger they are the harder th... Aieee my Spleen!"

That or the image of a seven foot Viking beating an Elf repeatedly around the head with a skull cup, stopping every so often to quaff some mead. (I know they didn't really use them as cups but it doesn't stop the hilarity of it)
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Re: [Faction] The Væringjar

Post by Girgistian »

:lol2: Alright, I'll start working on him later today. The L3's horn's gonna be huge then.
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Re: [Faction] The Væringjar

Post by Cloud »

Just got the 'shroom ability (I called it herbalist) working, or at least beginning to work. It is slightly bugged in the fact it won't appear in the weapon specials part, or be factored into the damage calculations. I suppose that makes it more fun though :P
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Re: [Faction] The Væringjar

Post by Girgistian »

Rarr, I wish you luck on that one. It'd be really cool to have some unique abilities for these guys. So does it give the frenzy or did you come up with something else?
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Re: [Faction] The Væringjar

Post by Cloud »

At the moment it's a leadership style ability that gives Berserk rather than an attack boost. I'll eventually give it a damage reduction too, and make it at the start of the turn, not just during combat. I'm planning to get both those issues sorted.

I'm also probably going to make the Eir a slow mover.

I might change how standard bearer works, and perhaps add other abilities.
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Re: [Faction] The Væringjar

Post by thespaceinvader »

I wonder if you could make the Eir reasonably fast, but have his movement variable or something - he's a drunk after all, having slight randomness in the movement would be interesting, either having his moves vary +/- 1 per turn, or having it deviate randomly off if you don't use all his MP in a turn, or something.
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Re: [Faction] The Væringjar

Post by Cloud »

Having variable MP I think I can manage, the second might end up being a little too complex for me at current.

I shall attempt that.

Getting the main ability of the Eir working better, though at the moment it only affects the top attack (and not any others below that. Added in the reduction of power too, it's random between 50% and 90% of the original attack.

I'm also going to make it not apply to ranged attack at some point.

(Oops just made a slight error, meaning a Bondi got a 720-3 berserk attack :mrgreen: )

I think I might have problems with the attack debuff, it's applying to enemies too. having Orc grunts with a 700 attack isn't too good :oops:. I don't think it returns the unit back to the original attack, and it affects enemies for some random reason too.
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Re: [Faction] The Væringjar

Post by Cloud »

Double post to update the Herbalist ability.

What would you think of to it causing slow as well as berserk?

(It's one of the few things I think I could get it to work with)
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Re: [Faction] The Væringjar

Post by Girgistian »

Works for me, I wouldn't wonder if they got a little dizzy with all the psilocybine in their system. Besides, it's gonna need to have some cons if it gives a whole attack special to a max of 6 units. So have you gotten rid of the damage build up and the problem with sharing the 'shrooms with the enemies?
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Re: [Faction] The Væringjar

Post by Cloud »

Yep, and I'm changing it slightly so there's only a 75% (perhaps more?) chance to be slowed. Adds a nice random factor.
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Re: [Faction] The Væringjar

Post by Girgistian »

Sounds good. I'm looking through the unit trees right now, especially the raven, which has a 3-4 blade attack and is basically a bat without the draining ability. I'd usually be up for a unit like this, but the vaeringjar already have mobile cavalry units for scouting, and the raven doesn't seem remarkable enough to fit in with rest of the faction. It would certainly work if it had an attack special or something and currently it does add flavour, but it doesn't seem to have much use.
What would you think if they had the skirmisher ability, and the attack would be reduced to 3-3 (or they could have Ambush in forests, but with the said attack power decrease?)
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Re: [Faction] The Væringjar

Post by Cloud »

The raven is there as a deep water unit, and the AI certain seem to like them o.o

Skirmisher could work, but I don't think the Forest ambush would be that great.

Either that or backstab...
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Re: [Faction] The Væringjar

Post by Girgistian »

Ah, of course. Now that you mention it, many other things start to make sense as well (like the naga with the orcs). Yeah, the ambush was just brainstorming. Should you decide to add the skirmisher ability or not, I still feel the current attack is quite powerful for a bird. You'z the boss, though :P
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Re: [Faction] The Væringjar

Post by Cloud »

Smallish update to how things are going "behind the scenes" as it were.

I've added a new "nocturnal" ability ( though just found out I've been spelling it wrong thanks to FF's spell checker :oops: ) for the Ulfrslakt. Currently it's an insanely powerful version of nightstalk. Invisible at night, with a 25% attack boost (so a total of 50% attack boost at night, before resistances are worked out. However they do suffer a -25% attack "boost" during the day (so a total of -50% attack power during the day).

Haven't changed the bird yet, I might end up making a funky ability for it too ;)
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Re: [Faction] The Væringjar

Post by Zigg »

Could you release with only Level 1's (Art) available.
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