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October 2nd, 2009, 04:14 PM
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BANNED USER
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Re: Warhammer Dwarfs, discussion/hype thread
There's a huge amount of background info on the slayer king, why he took the slayer vow, where he got the dragon cloak from etc.
I can send it to you if you want. He's one of the main characters in the older army books. Thogrim too, he came before alarik.
I don't think a mechanical hand is out of flavour for dwarfs with no gunpowder - it's just magic like a mechanical man or clockwork horror.
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October 3rd, 2009, 03:59 AM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Sombre
There's a huge amount of background info on the slayer king, why he took the slayer vow, where he got the dragon cloak from etc.
I can send it to you if you want. He's one of the main characters in the older army books. Thogrim too, he came before alarik.
I don't think a mechanical hand is out of flavour for dwarfs with no gunpowder - it's just magic like a mechanical man or clockwork horror.
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If you have any fluff on Slayer King, I'd appreciate it.
Good point about mechanical men (I'll probably make him summon some to drive the point home), I'll try to gear him up for the release.
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October 7th, 2009, 04:03 PM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
I did some graphical works, decided to show it around, because those damn orcs are stealing my thunder :P.
1. New and improved Slayer King
2. Dwarrow Statue.. of some sort. I just played around with the recoloring tool and made this. I might make it a pretender or a summon of some sort (or not).
3. New and improved Engineer Guildmaster. The mechanical hand should be a lot clearer now.
4. Ancient Mother. Pretender modeled after the dwarf goddess Valaya. The pretenders for Grungni and Grimnir aren't as high prority (mostly because I just felt the itch to draw a female dwarf).
5. New and pretty final flag. I did some soul-searching and came to the conclusion that the flag just had to be stone. However, I took heed of the feedback and made a new one, which is a lot taller and thinner. This makes it stand taller than forts and therefore doesn't get covered by them like the old one did.
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October 7th, 2009, 04:09 PM
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Sergeant
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Re: Warhammer Dwarfs, discussion/hype thread
Very nice Burn, as usual!
1. Is the Slayer King wearing a full mail suit? And if so, isn't that, like, against Slayer code?
2. I like the statue. Could be a kind of Watcher like construct.
3. REALLY like the Engineer Guildmaster! Lots of detail in that little sprite.
4. Ditto on the ancient mother.
5. Yay for the stone 'flag'!!
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October 7th, 2009, 05:07 PM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
Oh right, I had some annoucments to make too, but I forgot that in my sprite craze.
1) I wasn't able to make #battleform work out. Well, I sort of did, but the battleform sometimes ended up getting afflictions from the killing #onebattlespell, which was something that a)I couldn't thematically explain, b) would just sometimes cripple the player randomly (like getting your Runelord feebleminded when he switches to combatform). Hence I had to make some changes in how Oathstones and runesmiths will work.
New Oathstones: Now Thane and King have the option to change shape into a "oathstone" form, which gives them standard + boosted stats + "runic ward" special shield alongside with a special #onebattlespell which boosts troops. However, once you go Oathstone, you will be immobile and can't change back (you've sworn an oath to defend the land, you can't just 'take it back'!)
New Runesmiths: Smiths will retain their picks, but I'll cripple them in combat with heavy armor (enc 2 armor + enc 1 "Runic Ward" shield) and some negative reinvigoration (-1 for smith, -2 for Runelord) to represent the difficulty of using runic magic in combat.
Quote:
Originally Posted by BandarLover
1. Is the Slayer King wearing a full mail suit? And if so, isn't that, like, against Slayer code?
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The thing about him is that he's sworn the King's oath too. In dwarf culture, King Oath > Slayer Oath . So it's not that he wouldn't want to be out there getting heroically slain, but he has to remember his duties as a King too and keep himself alive for the benefit of Karak Kadrin. Hence the armor.
As for his gameplay stats, he'll be a bit less beefier on stats than Dragon Slayer, but he'll summon a lot of slayers, have a big standard and possess some runic wards to protect him from harm.
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October 8th, 2009, 04:12 AM
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Second Lieutenant
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Burnsaber
Oh right, I had some annoucments to make too, but I forgot that in my sprite craze.
1) I wasn't able to make #battleform work out. Well, I sort of did, but the battleform sometimes ended up getting afflictions from the killing #onebattlespell, which was something that a)I couldn't thematically explain, b) would just sometimes cripple the player randomly (like getting your Runelord feebleminded when he switches to combatform). Hence I had to make some changes in how Oathstones and runesmiths will work.
New Oathstones: Now Thane and King have the option to change shape into a "oathstone" form, which gives them standard + boosted stats + "runic ward" special shield alongside with a special #onebattlespell which boosts troops. However, once you go Oathstone, you will be immobile and can't change back (you've sworn an oath to defend the land, you can't just 'take it back'!)
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Does it mean that you cannot change back at all, even after the battle ?
No "#firstshape" command on the oathstone form I suppose ?
Quote:
New Runesmiths: Smiths will retain their picks, but I'll cripple them in combat with heavy armor (enc 2 armor + enc 1 "Runic Ward" shield) and some negative reinvigoration (-1 for smith, -2 for Runelord) to represent the difficulty of using runic magic in combat.
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By "retain their picks" you means that they won't get their path reduced for battles ?
I don't think giving them some negative reinvigoration is the best solution.
You can always use some reinvigoration bonus, and with a high Earth blessing, give a shroud of the battle saint to the smith, and you both remove the 2 end armor, and give more reinvigoration.
For the same result, I would rather increase the base enc of the runesmiths, or give them some "bonus" armor that could not be replaced with a magic item (I don't know if it is possible without removing an item slot, is the #bonus flag useable on armors ?)
Quote:
Quote:
Originally Posted by BandarLover
1. Is the Slayer King wearing a full mail suit? And if so, isn't that, like, against Slayer code?
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The thing about him is that he's sworn the King's oath too. In dwarf culture, King Oath > Slayer Oath . So it's not that he wouldn't want to be out there getting heroically slain, but he has to remember his duties as a King too and keep himself alive for the benefit of Karak Kadrin. Hence the armor.
As for his gameplay stats, he'll be a bit less beefier on stats than Dragon Slayer, but he'll summon a lot of slayers, have a big standard and possess some runic wards to protect him from harm.
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Will it be a Domsummon or the summon order ?
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October 8th, 2009, 06:19 AM
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Corporal
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Re: Warhammer Dwarfs, discussion/hype thread
Nice new sprites,burn But I must say that the Slayer King looks quite...dull in that dark grey armour. I think that a characteristic of slayers is their bright colouring.
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October 8th, 2009, 12:26 PM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Jack_Trowell
Does it mean that you cannot change back at all, even after the battle ?
No "#firstshape" command on the oathstone form I suppose ?
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Yeah, once you step into an oathstone, you're stuck there. This will represent the Dwarf incanting a oath to defend that province to the bitter end. I know that this will cause confusion and perhaps even some accidental turn do-overs due to misclicks, but without #battleform it's the only at least somewhat thematic way to implement them.
If you could freely shapechange between oathstone form and regular form, it would open up for a lot of retarted unthematic tricks with them. (like starting on oatstone form, stepping out, taking a few steps and then taking it up again).
Quote:
Originally Posted by Jack_Trowell
By "retain their picks" you means that they won't get their path reduced for battles ?
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Yeah. It simply can't be done as I visioned without them randomly getting afflictions at the beginning of the battle.
Quote:
Originally Posted by Jack_Trowell
I don't think giving them some negative reinvigoration is the best solution.
You can always use some reinvigoration bonus, and with a high Earth blessing, give a shroud of the battle saint to the smith, and you both remove the 2 end armor, and give more reinvigoration.
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Hmm, I forgot about bless reinvogration. My basic premise was that if you need to equip your each battlemage with Girdle of Might (to negate natural exhaustion), Shroud (to negate armor), things like "hammertime" and "magetime" start to get into equation.
But ugh.. The more encumeberance & fatigue penalties I give them, the more important and a "no-brainer" choice would an earth bless be. If I calculate a basic earth bless into their spellcasting enc, I'd basically be penalizing the player for not choosing an earth bless.
Ugh. Why couldn't the #battleform just work?! The closest equivalent I can think of now is to make them cast a onebattlespell causing the "mute" affliction on them, but then I'd have to make healers widely accessible so that the Smiths aren't permanently magic-crippled by just taking part in an combat.
Quote:
Originally Posted by Jack_Trowell
Give them some "bonus" armor that could not be replaced with a magic item (I don't know if it is possible without removing an item slot, is the #bonus flag useable on armors ?)
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I think that it's not possible. However, taking the body slot away from them would probably be the "cleanest" solution. Hmm.. Perhaps I'll give them a "Runic Armor" with enc 3 (for casting enc +6!) and remove the exhaustion penalty. I'll just have to devise an excuse for why they can't exchange it.
Quote:
Originally Posted by Jack_Trowell
Will it be a Domsummon or the summon order ?
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Likely both. Domsummon for Trollslayer and summon for Giant Slayers (as troops)
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October 8th, 2009, 01:33 PM
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Major
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Re: Warhammer Dwarfs, discussion/hype thread
Like was sugested in the ork thread, can´t you just make them cast a #onebattlespell reducing their paths during battle?
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October 8th, 2009, 01:45 PM
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Colonel
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Re: Warhammer Dwarfs, discussion/hype thread
Quote:
Originally Posted by Fantomen
Like was sugested in the ork thread, can´t you just make them cast a #onebattlespell reducing their paths during battle?
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That suggestion was for boosting orc shaman paths in combat by making them #onebattlespell the "Power of the Spheres" spell.
However, there is no spell (nor mechanic to mod one in) to make you lose power in magic.
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