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Faction & Era Development • Re: Blood Age Era (Era concept for 2025)

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Btw, already 4 sprites are on work as I got DM'ed in discord. So this fuels my motiation and going further with this even if we're at least 3 weeks earlier than announced :lol:

1) Units stats being modernized to 1.18 arcane balance rework?
Well, yes and no, yes at doing that in a more creative way than just saying "all humans arcane res to 10%" , but this ARCANE REWORK jesus really helps a lot at making the inquisitors arcane melee not be intentionally underpowered to just not melt too hard the poor skeletons :whistle:

Some leaks about the balance changes I got in mind, almost any inquisitor would be at least 20% or even higher (unchanged), but in the side of the satanist, some humans would be 0% arcane res instead (those who are more deep in the satanism) so these units in that faction would be around 10% or 0% arcane res but either cheaper in XP or instead being stronger somewhere. About Blessed Inks, well, they have access to many blessed weapons, so they would all remain the same arcane res too? even if their armors are black/red/white (IDK, depends in how artists want them to look :lol:) ... but the idea is that hells ink be way different than inquisitors by a lot at least.


2) XP modifications, being modernized as well
Some of this stats changes had stats change based in loy swordsman requiring 60 XP to lv3, so ofc many things needs to be changed at least a bit... meanwhile in case of Gothic Knights at satanist line (which are the very first reuqested art), they will remain massive 100 XP to lv3 BUT slightly higher HP, featuring that these knights that can go even lv4 are trully high quality. As in many factions in multiplayer matches people avoids using mounted units (even in factions which their mounted provides GREAT utility as Elemental Archers in Era of Magic in Kharos faction...)


3) Less dis-balances than in first post announced
While also reading some things related to Blessed Inks... might check how to balance correctly owning both 70% castle/village defense with also 10% more magical resistance bonus in some lines... this particularly being the biggest problem in low lv1's as this feature is much easier to balance in lv2 and lv3 stats... or just nerfing this feature at lv1 to not think too much about that? :lol:


Lastly, some units are also succeptible to change depending in their art (for example if the specification was 9-4 impact melee on certain level , but the sprites makes it looking much better as a 12-3 impact melee attack, then that could happen and instead change to 12-3)-

I'ma edit the first message in soon, so if you did see a first post without saying it was edited, you were lucky enough to read the original post :lol:

Statistics: Posted by IPS — Yesterday, 10:34 pm



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