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NATURE Realm

Now that I'm done with the creatures from other realms, Nature suddenly seems not as good as it should be at medium power creatures!

War Bears - For 55 these are not bad, while their damage output is not as good as Hell Hounds and for higher mana, their 5 armor is quite valuable in the early game. I would give them +1 melee anyway, to compensate for improved halberdiers.
Sprites - These are great, no other realm has flying ranged units this early. No change needed.
Giant Spiders- This is effectively Nagas without the First Strike and water walking. Instead they have Web which you normally can cast yourself anyway. And on top of it, they cost more than Nagas and are 1 higher rarity. 1 extra figure does not really help to make them look attractive, or outstanding. Having two other "resist or die" units in the same rank escalates the problem and makes these even less useful or interesting. Missile Immunity (using webs to block incoming arrows makes some sense) and 1 more movement could make them a bit more unique and grant them an anti-bowmen role. Additionally, the current stats are only suitable for a common creature, this is uncommon so it should at least have 6 melee and 5 health per figure. (or more if cost gets raised)
Basilisk - Stone Gaze -1 is the big thing here, having a chance to kill enemies prior to an incoming attack. Unlike most other gaze based creatures, this actually has stats to fight as well. While the 30 health is suitable for a high-end uncommon nature creature, the 18 melee with +1 to hit feels weak, at a cost of 325. It fights as well as a Fire Giant but costs 2.6 times as much for 1.66 times the health. The gaze is more situational (although potentially more powerful) than the Giant's ranged attacks and fireball as well, and the Giant also has Fire Immunity and Wall Crusher. I believe this should have +2 to hit instead of +1 and cost less, 250-275?
Cockatrices - This one has inferior stoning and durability compared to Chaos Spawn. Although slightly less costly and faster, as well as being uncommon. I'm fine with the stats it has, but cost should probably be 200-225.
Stone Giant - I believe this one is mostly fine due to the extreme armor it has, making it nearly invincible against multifigure normal units. Don't think any other realm has heavily armored units that fire rocks the only type of ranged attack that immunity does not exists for.
Gorgons - Hard to judge this one. It has a quite potent gaze, has health and damage output slightly above Basilisks, and it even flies. Being the fourth resistance based Nature unit, and one that isn't all that outstanding in gaze strength at this rarity (Chaos Spawn and Night Stalker have either better gaze or better abilities paired with it and they both cost much less), I think this creature could use a new ability to make it more interesting and useful, as well as a small stat boost (+1 health and +3 melee per figure). I don't have any good idea for an ability though, the only nature-like ability, regeneration would be probably far too powerful on these. As the help text says they are "frightening to behold", Cause Fear could be an option, but would be somewhat redundant being another resistance ability (and one of an opposing realm...)
Colossus, Great Wyrm, Behemoth - These are powerful enough for sure.
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(March 23rd, 2016, 15:46)Seravy Wrote: Now that I'm done with the creatures from other realms, Nature suddenly seems not as good as it should be at medium power creaturesl.

...snip...

As someone who has played a lot of nature, both vanilla and with this mod, I completely agree. You're right on the money with spiders, especially.
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Spiders were always walking web spells that could also do a little bit of damage. Is there any way to give a creature the ability to bypass walls other than Flying or Incorporeal?
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(March 23rd, 2016, 19:14)Anthony Wrote: Spiders were always walking web spells that could also do a little bit of damage. Is there any way to give a creature the ability to bypass walls other than Flying or Incorporeal?
I thought about that but none I know about we could use for this. Other than those, there is Teleportation and Merging...
On the other hand, it could have Wall Crusher...I mean, once the wall is covered by web, even normal units can just climb through so it's kinda like destroying walls...I know it sounds silly but the functionality is equivalent.
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(March 23rd, 2016, 20:28)Seravy Wrote: I thought about that but none I know about we could use for this. Other than those, there is Teleportation and Merging...
On the other hand, it could have Wall Crusher...I mean, once the wall is covered by web, even normal units can just climb through so it's kinda like destroying walls...I know it sounds silly but the functionality is equivalent.
How do you actually use wall crusher on a melee unit? Last time I tried it didn't seem to work.
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(March 23rd, 2016, 21:07)Anthony Wrote:
(March 23rd, 2016, 20:28)Seravy Wrote: I thought about that but none I know about we could use for this. Other than those, there is Teleportation and Merging...
On the other hand, it could have Wall Crusher...I mean, once the wall is covered by web, even normal units can just climb through so it's kinda like destroying walls...I know it sounds silly but the functionality is equivalent.
How do you actually use wall crusher on a melee unit? Last time I tried it didn't seem to work.

I think the Walll Destruction chance in melee is 50%, at range it's 25%.
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(March 24th, 2016, 04:50)Seravy Wrote: I think the Walll Destruction chance in melee is 50%, at range it's 25%.
Problem is there's no way to target a wall, and no way to target a unit behind the wall unless you're attacking the gate square, so you can't actually destroy a wall.
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(March 24th, 2016, 11:46)Anthony Wrote:
(March 24th, 2016, 04:50)Seravy Wrote: I think the Walll Destruction chance in melee is 50%, at range it's 25%.
Problem is there's no way to target a wall, and no way to target a unit behind the wall unless you're attacking the gate square, so you can't actually destroy a wall.
That's weird. I've tested and had no problem attacking and destroying any wall segment standing next to my Golem (gave those Wall Crushing for the next version because it's odd to have no such ability on them when any other similar unit (Colossus, giants) have it.). Are you 100% sure you tested with a unit that has the ability?

(among other news, I solved the issue of the AI not using Wall Crusher. It was rather complicated but the trick was to make the destination cell of the attack, and only that, count as though the wall wasn't blocking passage, so the unit could navigate towards it.)
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I'm going to try a -3 save modifier on Petrify for the next version, keeping the cost at 20.
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I think given your concept of the nature realm, I would have preferred to keep the resistance modifier at -2 but lower the research cost to 50-66% of rare (given that the spell feels very 'uncommon' in cost and power)

However, given its rarity, it's not guaranteed that you will get this spell to begin with. A small reward and step-up from the earlier 'kill by chance' cracks call is not a bad thing (plus it'd rarely be the first spell I'd research -> I'd probably go for stone giant or earth elemental first with 'conjurer')

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