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I do think Halflings have a bit too many themes going on however, and I think it will be a good idea to split them into two races later :
Race 1 : keep food bonus, units, lucky, enable barracks, low interracial unrest modifiers, basically what we used to have in the original, a race meant for conquest mainly through buffed units or summoned creatures, and good lategame economy potential.
Race 2 : research bonus moved here, probably doesn't need lucky, units similar to halflings (as in, bad at melee, good at ranged), no food bonus, no barracks, average interracial modifiers, possibly better growth rates than halflings. This could be the "research while staying on defense" peaceful race.
However, this requires designing the new races and we'll need to actually create art for the new units for the non-halfling one. So it's not trivial.
We should properly discuss it.
We need to decide what the new race should be. (pixies?Fairies? Those could be power producing races though. Something you'd expect to be good at research, idk.)
Then decide what units they get. Then the stats of those units.
Building restrictions.
Finally we'll need to actually create all the necessary art for the citizens and units. I might not be able to to this part alone.
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I'm not sure we need a new race, but it could be something like imps which are fragile with low health and defence and also maybe have flying too to make them distinct.
There would be potential for some interesting flying creature using a fantastic stable, which you could use the original graphics for gorgans for.
Also what other currently unused units are there from the original game?
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Unused units...
there was the Draconian engineer which I don't want to bring back - they fly so why roads?
The gnoll bowmen which is absolutely not coming back not just because it was a horrible unit but also because the race is strictly non-ranged now.
Can't remember anything else, I think that's all. The other new units replaced the redundant settlers.
Also, if we do split the halflings, that likely makes them unplayable to mono-sorcery and chaos again. The main reason why the research was added was their lack of options if your magic couldn't support expansion (either by buffing or summoning). Chaos suffers less as Lucky+Flame Blade is still a decent combo, the only problem is not being able to help the units survive but Barracks can help a little with that. Sorcery has absolutely nothing though unless it's a low difficulty game where naga based conquest is viable. Maybe combat spell spam (confusion) with channeler? Either way it'll be a horrible race choice for those realms.
Imps sounds more like a Myrran race or a summoned creature to me.
Goblins or gnomes though could work. Or pixies. I'd prefer those to be a magic power producing race though, as we only have one of them on Arcanus and it's a generic "good at everything" late game race. Would be nice to have a power producing race that's more specialized (worse units, possibly more power or faster growth). But if we don't want another Arcanus magic power race then research can fill that role well enough.
Reusing Gorgons is not a bad idea although we should consider that only after the spell system overhaul (as we might need it for a summon spell).
July 8th, 2020, 10:41
(This post was last modified: July 8th, 2020, 10:51 by MrBiscuits.)
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Pixies are very similar to sprites though, which is why I suggested imps. Also I don't feel pixies suit the theme quite right. Maybe the race could be sprites and nature loses the summon and gets something else instead.
Another flying race would be fun to play.
Halflings could keep the research bonus and sprites get the food bonus instead.
Alternatively gnomes could be specialists at research.
July 8th, 2020, 10:49
(This post was last modified: July 8th, 2020, 10:50 by Seravy.)
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Gnomes might be our best option?
As far as I know they tend to be a magic heavy, intelligent race in most games, so research suits them well, and they are also short so they look almost exactly like halflings at least from the distance of the combat camera. We might be able to get away with reusing halfling units with minor modifications (red skin color? Blue? Green would be goblins.).
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Could it be a Myrror race? There is a lot less variety of races on that plane.
July 8th, 2020, 14:46
(This post was last modified: July 8th, 2020, 14:53 by massone.)
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Proposal:
Halfling: Pretty much race 1 description.
New Race Faeries: This is a very long lived race of extremely beautiful creatures with translucent wings but also arrogant xenophobic isolationists that typically despise contact with outsiders, except to take in and brainwash changelings to work for them. Due to their magical glamours and mind bending attractiveness, they have excellent unrest modifiers with races that look similar to them (High Men, Halflings, High Elves, Nomads, Barbarians, Dark Elves, Dwarves), but horrible modifiers with races they consider "monstrous" (all other races) and inferior. This race abhors being ruled by any other race and their mental fortitude make them impossible to bring under control even after conquest (huge unrest for other races owning their cities). They are very attuned to magic, but have been obsessed with researching a way to rediscover their hidden ancestral homeland in a mirage-like realm whose name is now forgotten (research bonus). True Faeries are both strong, intelligent, magically powerful, and resistant to almost everything, but they hate the touch of cold-iron, and thus rarely appear on the frontlines of battles, instead preferring to use their changeling servants and pixie subordinates. But when they do appear in their crystal armour wielding both illusionary and real magics, their presence is unmistakably felt (tie in theme with sorcery and research). Their mastery of weaponizing crystals allow them to gain various attack, defense, and magic bonuses from gems, quork crystals, and crysyx crystals, in addition to the normal bonus from Orihalcon, but their advanced Faerie units gain no bonuses from Mithril or Adamantium (only changelings do). When playing this race, players must be careful to manage their early expansion as the basic units are both expensive to build and very weak so they can only put up a serious fight in their own towns under the protection of the Faerie glamours. Research is very fast and the race advances quickly, so if the wizard can survive the initial weakness, they will gain access to advanced Faerie units that boast some of the most varied and powerful abilities available on Arcanus. Once the race finds their way into Myrror, they may find crystals similar to those of their lost homeland and gain access to even more powerful bonuses.
Racial Traits:
+80 Growth (because they can take in changelings)
+10 outpost growth (slow because obsessive about finding the most beautiful location to settle in)
+1 Research Point per pop
+3 resistance to all units (Changelings are brainwashed and fanatical, Faerie units natural resistance).
-2 figures on basic changeling units Spearmen, Swordsmen, and Bowmen. (There is some attrition in the brainwashing process).
+When defending a town, all enemy units suffer a penalty of -1 To Hit, as the towns are protected by Faerie glamours and their sheer beauty distracts the enemy. This does not work on units with Illusion Immunity.
All Faerie and Pixie units have Fairy Dust attack
All Faerie units have Illusion and Illusion Immunity
All Faerie units gain no bonus from Mithril/Adamantium (But changeling units do).
No Barracks
No Cathedral
No Maritime Guild.
Crystal Enchanter building, requires Library, adds these bonuses to units: +1 def for Gems, +1 atk +2 def for quork crystal, + 1 atk + 2 def + 2 magic attack for crysyx crystal
Both Alchemist and Crystal Enchanter required to unlock Orihalcon bonuses (instead of just Alchemist)
Crystal Enchanter required for magical weapons on Faerie and Pixie units, Alchemist required for magical weapons for all other units (changelings, ships, etc).
Faerie Court building requires Parthenon, Shrine, Crystal Enchanter, and Wizard's Guild. +6 religious power, -2 unrest, +3 power for each gem, quork crystal, or crysyx crystal.
Standard Units: Catapult, Trireme, Engineers (No Galley or Warship. Pathwalkers fill this role).
Changeling Units: Spearman, Swordsmen, Bowmen, Summer Knight, Winter Guard, Magicians.
Changeling units cost extra to build (brainwashing) but have no gold upkeep (result of brainwashing)
Pixies (85, Shrine, Fighter's Guild): 8 figure, 4 attack, 4 defense, 4 magical ranged, 9 resistance, 1 health, Flying, Illusion, Fairy Dust, +1 To Hit, 6 ammo. These small creatures love to commit mischief and under the Faerie's direction are putting their skills to irritate enemies.
Summer Knight (150, Parthenon, Fantastic Stables): 3 figure, 8 attack, 6 defense, 10 resistance, 4 health, First Strike, 5 movement. Changelings who have been recognized by the Faerie Court and now given the dubious honor of charging into the slaughter. They are more fanatical than ever.
Winter Guard (150, Parthenon, Armourer): 3 figure, 6 attack, 7 defense, 10 resistance, 5 health, Large Shield, Negate First Strike, Armour Piercing, 3 movement. Changelings who have been recognized by the Faerie Court and now given the dubious honor of serving as more powerful meat shields. They are more fanatical than ever.
Druid (150, Shrine, University): 4 figure, 4 attack, 6 magical ranged, 5 defense, 9 resistance, 3 health, 2 Movement, Healer, Healing Spell, Purify, Death Immunity. Those who willingly gave up their earthly attachments to pursue of the secrets of the Faerie now dedicate themselves in body and soul to their new masters. They are thrice bound by unbreakable magical oaths to serve for eternity.
Magicians (150, Wizard's Guild): 4 figures, 1 attack, 7 magical ranged, 3 defense, 9 resistance, 1 health, 3 movement, missile immunity, Fairy Dust, Phantom Warriors, +1 to Hit, 20 MP. Some Changelings were more beautiful than others and the Faerie permitted them to learn a pittance of their mysterious magic.
Faerie Pathwalker (250, Faerie Court, University): 1 figure, 8 attack, 9 defense, 12 resistance, 15 health, 3 movement, Fairy Dust, Flying, Merging, Wind Walking, Illusion, Illusion Immunity. The Faeries have long sought the way back to their homeland, and found strange pathways to other places. Some have specialized in walking the paths to the point where it seems like teleportation, and they can even help the rest of their forces navigate.
Faerie Lord (310, Faerie Court, University, Wizard's Guild, Armourer's Guild): 1 figure, 10 attack, 12 defense, 12 magical ranged, 12 resistance, 20 health, +2 To Hit, 3 movement, 6 ammo, Fairy Dust, 20 MP and access to Illusion spells, Battlemage, Flying, Illusion, Illusion Immunity, Fire Immunity, Cold Immunity, Lightning Immunity, Stoning Immunity, Poison Immunity, Pathfinder. A rare Faerie willing to take to the battlefield and prove their superiority over lesser races. Wreathed in crystal armour, they are incredibly tough and experts in mixing magic with close quarters combat.
Faerie Lady (320, Faerie Court, University, Wizard's Guild, Fantastic Stables): 1 figure, 8 attack, 10 defense, 10 magical ranged, 14 resistance, 25 health, +1 To Hit, 4 movement, 6 ammo, Flying, 35 MP and access to Illusion spells, Guiding Beacon, Fairy Dust, Illusion, Illusion Immunity, Fire Immunity, Cold Immunity, Lightning Immunity, Stoning Immunity, Poison Immunity, Healer. An eternal maiden who brings unmatched prowess in mystical arts to the battlefield, rendering friend and foe alike into awe and submission. Wreathed in crystal dresses, she is the epitome of grace and the true power behind the Faerie Court.
Essentially, the main idea is that this is the full turtle race for Arcanus, with lategame potential on par with, or even surpassing Myrran races, but whose start is so bad it can't possibly conquer anyone early game. Having 2 less figures on all the basic units, with no stat bonuses means they're effectively 2/3rd as strong as everyone else, while being more expensive to build. This race needs to rush for pixies, druids, or magicians as fast as possible or rely on their magic and fast research to stay alive. On the other hand, their natural town protection and huge unrest penalties for other races owning their towns discourages attacks on them.
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Gnomes
Honestly the only race that currently have a technological unit (or in another words a research themed unit if that makes sense) would be dwarfs - steam cannons and golems. Gnomes would be somehow similar to that I think (not on traits but on units).
Goblins
The only lore I remember that portraits goblins as being a smart and technological race is warcraft. Usually their civ is more tribal like trolls.
My suggestion:
After some brainstorming I had the following thoughts:
1. What race could be research based without being similar to dwarfs?
2. If they aren' t going to have similar units as dwarfs or some tech based unit (considering steam cannons, golems and even apprentices), what racial unit could this race have?
1. Besides traits, another main reason to consider picking a race is the racial unit which really embodies the style of playing of the race (Barbarians build collosseums, humans cathedrals and so on, buildings that you only pririotize if you are playing with them). Besides Amplifying Towers and gold/food (granary, aninimist guild and farmer's market) buildings, virtually all other advanced buildings (by advanced I mean a building with more production cost than markets- 80) unlock a racial unit of some kind. It would make sense if Sage's Guild did the same. I could take into account Alchemist's Guild, Miner's Guild and Oracle but they don t really promote a reasearch focused style of playing (although they could inspire the design of other races).
2. Using my "building-racial unit" theory, Sage's guild as an inspiration and "Race 2 : ... no barracks". I suggest a race with a intemerdiateunit between priests and magicians: druids. Druids could use the power of nature to summon a creature similar in stats to hell hounds and war bears and also benefit from the Sage's guild theme without being tied with a "tech" based unit. Not only they could provide relevant ranged damage without being screwed with magical imunity but also a melle unit that could do somethings without barracks and war collegues. Also they would make an awesome pair with
the new halflings: the best buffed guys (I mean they have LUCKY for GOD'S SAKE) and a fantastical based race. If summoning a creature is too much of and advantage they have another hability intead: shape changing. Shape changing would allow them to be similar to javelliners: good ranged damage (equal to priests) and when the enemy gets close they would change shapeand engage on melle.
I know that druids are more of class than a race so basically anyone could be a druid. I suggest one more human based race (not because I like it - I would prefer Satyrs or something like that) but because we could mix human sprites (barbarians, nomads, high men) without the need to create more pixel art.
July 8th, 2020, 16:30
(This post was last modified: July 8th, 2020, 16:36 by Seravy.)
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Fairies :
More expensive units with no maintenance sounds in theme both mechanically and conceptually with a turtle race, so we probably want that included. The units should be fragile on the offense but should be good at surviving on defense, ranged units with low health but high figure count seems best for that.
I don't like the brainwashing theme.
High interracial unrest with rush/monster races and low with more human races sounds fine.
We probably don't want illusion on normal units and the race has way too many kinds of units in general for a race that isn't supposed to win my expanding/military.
High magic resistance sounds good and helps the units survive when defending. There aren't enough high resistance races on Arcanus anyway.
I don't want to comment on the specific units until we decide on a concept/race first.
Gnomes getting technology based units might work well. They could take over the role of "slow overland movement" dwarves used to have, by being heavy machines which is another good way to encourage turtling. (possibly with the "Wheels" ability that allows moving faster on roads only.)
Sage's Guild unlocking a good racial unit on a research race is a great idea. Druid fits well. A Faerie druid would probably make sense. A Gnome druid would not (but we can have two new races, a research and a magic power race. We don't actually have ANY turtle races yet so two wouldn't be too an overkill, especially if we make Gnomes decent in military with their late game units as long as they can overcome their weakness of being slow. Slowness didn't work for dwarves because they were an early aggressive race.)
Let's try to summarize.
Halflings - same units as now, food bonus, lucky, low unrest, enabled barracks. Encourages conquest through magic or buffed units.
Research producing race - 1 research/pop. Expensive, somewhat fragile units that are mostly ranged, have no maintenance, and high resistance. Maybe high figure count to improve chances of survival in combat. Very bad unrest modifiers with early races, okay with late races. Possibly units gain a bonus when defending an owned city or node. Gets Druid from Sage's Guild.
This sounds okay for fairies/pixies/whichever we want to call them? This would be basically tiny elves without wings ofc as the common units don't fly. Maybe they could be after research to recover their lost ability to fly (armorer's guild+sage's guild could be producing a flying unit) which their ancestors, some summoned sprites in the long forgotten past, used to have.
(idea : unit ability "Forest of Illusion" - when the unit defends a node or city, it gains +1 maxhp per figure.)
Gnomes sound a bit of a mixed bag. It's a still a turtle race so we want them to produce magic (or research but that seems a better match for the faeries) and that would imply magic based units, but then there is the technology idea. Either way that means they have units capable of conquering and then they are basically not different from elves. I'm actually not sure there is much room beyond Elves for another race of magic power because they are such a generic "good at everything" race, and I think we don't want to have a race with +1 power on Arcanus because that's exclusive to Dark Elves. But if their power isn't better than the elves then the elves are strictly superior because they can also fight well.
(Magic is the way to be more powerful in game as the main game mechanic so late game units as good higher tier summons is a no-go, and elves have about the best you can design without being equal to the summons. Which does mean the late race has to support magic somehow.)
Goblins are probably better used for a more aggressive and less smart race, I can agree with that. Myrror is actually lacking a pure rush race completely and they'd be a perfect candidate. (Dwarves are the closest but they get great economy and their units are middle tier, not the earliest.)
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*(idea : unit ability "Forest of Illusion" - when the unit defends a node or city, it gains +1 maxhp per figure.)
I don t really know if I can agree with the +1 hp bonus because I can't explain how fairies are supposed to be as resilient as lizardman on nodes or cities. "Forest of Illusion" also implies something nature-sorcery based. How about evasion bonus? An ability with the same effects as blur spell. Perhaps something similar to a Guardian retort that gives blur like effect without increasing resistance, defense and especially max hp. As nature is the "can do everything" maybe they could do that too (I mean as a race inspired on something nature-sorcery related). That's basically the only sorcery thing
they could possible have without being overpowered as an arcanus race. They also would need cold resistance for protection againts fairy dust/fireball and of course nasty overland spells (Fireststorm, Blizzard etc) if you use the "low hp concept" on units. Maybe its ok to be somehow vulnerable to overland spells but is unacceptable to be so easily beaten by fireball or fairy dust if their units are expensive. When I thought about druids I was thinking about something as resillient as a spellzercker but with ranged damage and one less hp (3 initial hp) or even something low figure count like troll magicians (low figure, high hp). I know the concept of the race is more important than a supposed racial unit that has no guarantee of staying deppending on play testing results but that also relates to the concept I had in mind (a race with a more or less resilient magical ranged unit as for whatever reason I was thinking they wouldn't even have an armorers guild to follow the peace race is bad at military thing). Btw if we use this criteria halflings would be the only true peaceful race right know - late gamer's (highmen, orcs, high elfs etc) as mixed between war and peace and agressive races (barbarians, gnolls etc). I like the peace race is bad at military thing idea because it creates the concept of races that are somehow late game oriented like halflings but with the disadvantage of not having a powerful late game units like humans or elfs. This disadvantage is supposed to be mitgated by powerful racial habilities (extra research) and not units like Klackons with extremely low unrest (although I wouldn't consider they as late game race or exactly "peaceaful").
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