New (summoned?) units
Moderator: Forum Moderators
New (summoned?) units
Those units are typically level2 (unless stated otherwise) and availablity should be very limited. Reason: they're not meant to be used en-masse, just an addition to army. To add more choices.
I'll focus on this in another topic.
Units for elves:
Ent/Dendroid
Pretty tough
Slow (around 5)
Damage dealt - fair, but not high
Special ability: Binding - target damaged by Ent cannot move (but can attack) until the Ent dies or moves.
Terrain modifiers: adventaged in forests
Berserker Beetle (level2)
15 hp
Attacks 7-5
speed 6
Terrain modifiers: can't cross water at all
Wolf (level1)
20 hp
attacks 4-3 fangs (blade)
speed: 7
special ability: gains +1 damage for every adjacent Wolf (pack hunting)
terrain modifers: adventage in forest
Orc units:
Minotaur Berserker (level2)
fairly tough
fairly strong
speed 5
special ability: gains 1 movement after killing an enemy. Can be used for another attack.
If Minotaur Berserker kills an unit during opponent's turn, it gains +1 movement for your next turn (but can attack only once). If minotaur kills 2 units in opponent's turn, you get extra 2 movement points etc.
Goblin Pillager
(advances from Wolf Rider, alternative to Goblin Knight)
It looks like Wolf RIder with torch
Stronger than Wolf Rider, weaker than Goblin Knight.
Special ability : Pillage - provides you with 5 gold, but the village is set on fire (!) for whole day (4 turns). Purpose - hit&run attacks.
Burning villages provide no income, no bonus and no healing.
Harpy (level2)
hitpoints 30
speed 7
flying
attacks 5-3
Special ability: can be attacked only with ranged weapons, bows, xbows, magic etc.
Undead units:
Ghoul (level2)
moderately strong
moderately tough
speed 6
Special ability: when an unit adjacent to Ghoul dies, ghoul regains 5 hp. Note: if more than one ghoul is adjacent to dying unit, only one ghoul is "healed".
Human units:
Golem (level2 of course)
60 hp
speed 4
attacks 9-3
Special ability: each time Golem is hit, damage is reduced by 2
More to come.
I'll focus on this in another topic.
Units for elves:
Ent/Dendroid
Pretty tough
Slow (around 5)
Damage dealt - fair, but not high
Special ability: Binding - target damaged by Ent cannot move (but can attack) until the Ent dies or moves.
Terrain modifiers: adventaged in forests
Berserker Beetle (level2)
15 hp
Attacks 7-5
speed 6
Terrain modifiers: can't cross water at all
Wolf (level1)
20 hp
attacks 4-3 fangs (blade)
speed: 7
special ability: gains +1 damage for every adjacent Wolf (pack hunting)
terrain modifers: adventage in forest
Orc units:
Minotaur Berserker (level2)
fairly tough
fairly strong
speed 5
special ability: gains 1 movement after killing an enemy. Can be used for another attack.
If Minotaur Berserker kills an unit during opponent's turn, it gains +1 movement for your next turn (but can attack only once). If minotaur kills 2 units in opponent's turn, you get extra 2 movement points etc.
Goblin Pillager
(advances from Wolf Rider, alternative to Goblin Knight)
It looks like Wolf RIder with torch
Stronger than Wolf Rider, weaker than Goblin Knight.
Special ability : Pillage - provides you with 5 gold, but the village is set on fire (!) for whole day (4 turns). Purpose - hit&run attacks.
Burning villages provide no income, no bonus and no healing.
Harpy (level2)
hitpoints 30
speed 7
flying
attacks 5-3
Special ability: can be attacked only with ranged weapons, bows, xbows, magic etc.
Undead units:
Ghoul (level2)
moderately strong
moderately tough
speed 6
Special ability: when an unit adjacent to Ghoul dies, ghoul regains 5 hp. Note: if more than one ghoul is adjacent to dying unit, only one ghoul is "healed".
Human units:
Golem (level2 of course)
60 hp
speed 4
attacks 9-3
Special ability: each time Golem is hit, damage is reduced by 2
More to come.
I use an pseudo-isometric view, 4-5 tones per colour, a dark outine (almost black, usually #0c0c0c or R12G12B12 but in someplaces the darker tone of a colour is used) and noseless faces
Wolves will be easy ... just get the wolf-rider and delete the orc. Change the tan colour to something lightgrey and voilá!! I drew an attack stance but i'm not sure if it's in the current package...
More info in how to draw sprites in...
http://tsugumo.swoo.net/tutorial/
and
http://www.indie-rpg.net/pixel-zone/sht ... ials.shtml
Wolves will be easy ... just get the wolf-rider and delete the orc. Change the tan colour to something lightgrey and voilá!! I drew an attack stance but i'm not sure if it's in the current package...
More info in how to draw sprites in...
http://tsugumo.swoo.net/tutorial/
and
http://www.indie-rpg.net/pixel-zone/sht ... ials.shtml
Re: New (summoned?) units
Ents should be slower (see Ents in Lord of the Rings). Upgrade path: Huorn -> Ent -> Elder Ent. Ents throwing rocks (as per Lord of the Rings)?B0rsuk wrote: Ent/Dendroid
Slow (around 5)
Skip the beetle. As Elves are friends of animals (right?) how about Bear instead of Wolf?B0rsuk wrote: Berserker Beetle (level2)
Wolf (level1)
Orc units:
Minotaur is not really an Orc. Goblin Pillager sound intresting.B0rsuk wrote: Minotaur Berserker (level2)
Goblin Pillager
- Miyo
Re: New (summoned?) units
Bears are funny and I like them very much, but there's no way give bear special abilities. You can create ANY unit without special abilities, just pile of stats...Skip the beetle. As Elves are friends of animals (right?) how about Bear instead of Wolf?
Naga is not really an Orc. Troll is not really an Orc. Goblin is not really an Orc.
Minotaur is not really an Orc.
Re: New (summoned?) units
Goblins are really orcs... at least in the spritesB0rsuk wrote:Goblin is not really an Orc.
See the orcish archer ... and the Goblin Knight..
Troll Shaman !
Level2 unit, advances from Troll Whelp, alternate to regular Troll .
No ranged attacks, still has regeneration, but physically much weaker than warrior. Doesn't have much hitpoints, but regeneration makes him dangerous !
Attacks 9-2 melee impact (7-2 whelp 14-2 troll)
38 hitpoints (33 whelp 52 troll)
movement 5 (4 whelp 5 troll)
Bloodlust Aura - all adjacent units receive following improvement:
- if unit A adjacent to Troll Shaman is attacked by unit B during opponent's turn, unit A attacks first ! A-B-A-B-A-B..... (normally would be B A B A ....)
- if unit A adjacent to Troll Shaman attacks unit B (in your turn), it gets 2 attack in a row instead of 1 (one), and other attacks proceed in normal order (example: A-A-B-A-B-A-B-A...)
So in general, bloodlust aura gives first strike ability in opponent's turn, or 2 first attacks in a row in your turn instead of one.
Level2 unit, advances from Troll Whelp, alternate to regular Troll .
No ranged attacks, still has regeneration, but physically much weaker than warrior. Doesn't have much hitpoints, but regeneration makes him dangerous !
Attacks 9-2 melee impact (7-2 whelp 14-2 troll)
38 hitpoints (33 whelp 52 troll)
movement 5 (4 whelp 5 troll)
Bloodlust Aura - all adjacent units receive following improvement:
- if unit A adjacent to Troll Shaman is attacked by unit B during opponent's turn, unit A attacks first ! A-B-A-B-A-B..... (normally would be B A B A ....)
- if unit A adjacent to Troll Shaman attacks unit B (in your turn), it gets 2 attack in a row instead of 1 (one), and other attacks proceed in normal order (example: A-A-B-A-B-A-B-A...)
So in general, bloodlust aura gives first strike ability in opponent's turn, or 2 first attacks in a row in your turn instead of one.
I have created table of current units in game which can be found at Wiki
Should we create another table of units... Suggested units table? Just provide me unit information in Wesnoth unit-cfg style. This applies until we get tables working in Wiki so everyone can add entries themselves.
Hopefully this helps when designing/suggesting new units.
- Miyo
Should we create another table of units... Suggested units table? Just provide me unit information in Wesnoth unit-cfg style. This applies until we get tables working in Wiki so everyone can add entries themselves.
Hopefully this helps when designing/suggesting new units.
- Miyo