Re: Ogre Kingdoms - MA Warhammer Nation - 0.7 NEW
Here is the latest thinking on the Ogre upgrade:
The idea is to add a daemonic/chaos influence to Ogres which matches what blood magic does in dom3 and makes them more interesting mid and late game. When the Great Maw impacted it unleashed a huge amount of energy and the area around it, known as the wastes, is still rife with Chaotic energy. I'm not changing the story of the maw and saying it's a chunk of warpstone or anything, but it is, at least in part, of Chaos. Countering this is the more shamanic mountains/wilds magic of the Ogres' new home which has roots far back before the impact of the Maw.
Slaughtermasters: Will now be H2B3 with EF50%. In recent years Slaughtermasters have begun to split into 3 types. Normal vanilla ones (1/2 with just B3), those with a connection to earth from which the Maw emerged (1/4 with E1) and those with a connection to the burned wasteland and chaos fallout around the maw (1/4 with F1). The earth enabled SMs can dig new mawpits. The fire enabled SMs can bind Henchfiends and later even Fiends of the Waste. This change is done.
Mawpits: Immobile holes in the ground surrounded by jutting teeth/bones/rocks. They are simply H3 and 0 gold upkeep making them fantastic for blood sacrificing and little else. I'm hoping to stop them from smiting/banishing somehow. Their summoning cost in terms of blood slaves is reasonably low, they don't need to be researched and Ogre temples are incredibly cheap (100 gold) since they can't preach or anything. Code is done, graphic is currently a placeholder and might be that way for a while.
Henchfiends: Researchers (by Ogre standards) with B1 + DF100% magic, they allow the Ogre Kingdoms to channel blood slave income into research, but still the nation won't have good research unless you /really/ push for it. They are spined demons with robes and are completely inedible (even by Ogre standards). They appear to SMs who are compelled to roam the wastes around the maw and offer power in exchange for blood spilled on the blackened sands. They are then bound to the SMs and do their bidding, patiently exerting influence on the Ogres as a race. They aren't sacred because they aren't 'orthodox' children of the maw. I've done the code for these guys, I'll just give them a simple graphic and they're done.
Fiends of the Waste: Badasses. These are Ogre sized daemons of magical and physical prowess. Think somewhere below a heliophagii or Verminlord in stats (at least D2F2B2 magic) They are somewhat ogrish but have no mouth, many eyes, horns and the trademark backward knees. It is rare for a SM to bind one - only Groth Onefinger the hero has bound several - and they require a vast sacrifice of burned bodies to summon. Again they are a corrupting influence on the Ogre race, drawing it towards chaos, and aren't sacred. I want to do a tasty graphic for them so they'll take a while.
Yhetee Shamans: Summonable by N2 hunters. These are shamans of the mountainous wilds with low nature, earth and water magic (I'm thinking W1N1E1 + 100% WNE). Their research isn't handicapped like Ogres but isn't great. The attractive thing about them is they get three nice national spells to cast - cold immunity buff for Ogres, a spray of ice/rock shards and a howl which attracts sabretusks rather than wolves (if possible to code). I've coded them, the graphic is easy but I haven't done the spells, though those shouldn't take long.
Abominations of the Maw: A straightforward blood summon at the top end of the gut magic/gorgers/mawtribe spectrum. I've talked about these guys before. Total juggernauts, also with dom spread. They are out of the box SCs that you can't do anything to upgrade (no slots) and will be economical, but straightforward (no flight etc). They make the world dread dealing with you because they are extremely destructive (causing unrest, pop death etc). I have almost finished the code, the graphic will take a while. I think I'm going to have them be slavegiants who were dragged to the Maw, forced to gaze upon it and covered in armour/weapons much like pitfighters. So they'll be size 6 and all that.
Mawgut: Another commander summon in the maw/gut magic line (so blood + holy). Butchers who have given themselves over the the Maw - their gut splits open and becomes a maw like mouth which they must feed. Consequently they grow much, much fatter. They are B4 H3 with berserk, great hp and regen + an awesome devour attack which also drains life. They also spread dom and tend to eat population. No research from these. I've started the graphic, the code is nearly done.
Feedback plox!
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