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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Ah, okay. That makes sense.
I'm currently scales-rushing a F4S4D6N4 Skavenblight, so I'll have more data in a bit. This is gonna be really rough, though, since it's No Indies and so I have no chaff(or cheap archers). |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Okay, I'm currently working on a new version and it will be likely up in by the next weekend. There will be a lot big changes that I want to announce though.
But I'll start with the new content. http://img221.imageshack.us/img221/4...storspirit.png These guys can be summoned through a new Primal Rune "The Rune of Doom" for ench 9. It casts darkness, dooms all opponents and summons six of these of guys to the battlefield. There will also be a new national spell like the "Ritual of Rebirth" that rebirths the hero as this unit instead of the mummy (this will be especially nasty with dead anvils and runelords which are in the HoF). Now for the other changes: Quote:
Usually I'm just happy if players find intresting ways to play the nation I designed, but I'm calling BS on Runeguards. They just make the nation another bless rusher (a thing that dom3 does *not* need) because they need very special counters from the opponent and you can easily leverage your good PD to easily protect the lands you conquered to prevent the counter-raids. I can't seriosuly nerf them and let them keep their sacred status, because there are just two options here. Either they are useable (and thus be used always) or be too nerfed to function (boring), obvious lose-lose for me. To make long story short they are currently unthematic, no-brainer choice, warp the nations gameplay and pretender design and are annoying for your opponent to deal with. So I'll make them lose sacred and lower their gold and resource costs based on that. I'll also give them a new niche by adding some nice secondary effect to their Runehammers (either stun, minor lightning damage or curse). If the dwarf expansion or the nation itself is too weak without sacred Runeguards, I'll just do what I should have done in the first place: boost troops. As for the tweaks to Runesmiths and Runelords, getting big forgebonuses is very abusable and are the current reason for their really poor magic. If I limit the forgebonuses they can achieve, I can boost their magic and make the nation less dependent upon the Anvils. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Actually, with the recent discoveries relating to the "Polymorph" spell, I might be actually able to fulfil my orginal intention and give the Runesmiths -1 to all magic in combat. The current thing with the heavy encumberance armor and missing body slots is just a hackish alternative I was forced to implement. I'm pretty sure I can make the negative battle path thing work out and with it, the Runesmiths and Runelords will likely get completely revamped.
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
What are the discoveries about polymorph exactly ?
A new way to change unit type with onebattlespell without getting afflictions ? |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Jack_Trowell
Burnsaber quote from another thread: Quote:
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Burnsaber Sounds awesome! Looking forward to the changes. |
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
No he means Vorlons. Babylon 5 species.
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Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Yeah, there's no real way to fix Runeguards as is--as long as they're blessed Dwarves will be a bless rush nation.
On a somewhat related note...in my multiplayer game I'm being eaten alive by high upkeep costs. A lot of the reason I've been leaning so hard on Runeguards is that all my other troops are ridiculously expensive. I was all ready to start massing Thunderers and Flamethrowers to counteract that when I realized how much gold they cost, too. I have to be aggressive or else I'll go bankrupt. Maybe lowering crossbow/arbalestier costs some? Also, tip of the day: don't send Anvils against Bandar Log. Ugh. |
Re: Warhammer Dwarfs, version 0.95 - First quickfix!
New version. Lot of nerfs, mostly based on the backlash I got on IrC about their performance on the Scruntlefunt game. Very glad about getting the Runesmith battleform to work. This nation is now a lot closer to my original intention.
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-- Runeguards no longer recruitable |
Re: Warhammer Dwarfs, version 0.9
Are anvils of doom now immobile?
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