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Thread: List of changes

  1. #1
    Steph's Avatar Maréchal de France
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    Default List of changes

    This thread list the different changes done in the gameplay and tables.

    Changes with (*) apply only to some factions, current list is:
    - High Elves
    - Dark Elves
    - Wood Elves

    Other factions will be done later.

    General changes
    - Morale adjusted a little
    - Adjusted speed when climbing ladder
    - Adjusted collision and bracing and chance to hit
    - Allowed to drag the units on a wider front. I
    - Healing cap increased
    - More wind of magic
    - Attrition starts sooner for siege
    - Ajusted replenishment when in own region
    - Campagin Speed increased in your own region

    Region and settlements
    - Provincial capital settlements have two more slots, but only if for the "rightfull" owner of the province (ex: Lothern has 12 slots when controlled by an HE faction, but only 10 when controlled by another faction).

    - Reworked UI: icons and porthole are no longer close up, but show more of the agents
    - More varied graphics for agents
    - Lore specific graphics for mage, spellsingers, sorcerer
    - Skill points are gained quicker (usually 2/level)

    - More buildings provide garrison (exemple : barracks give foot soldier, stable gives cavalry)
    - Priority reworked to have more chance to get stronger units, and also more variety

    Battle Camera
    - Increased ranged of movement

    Battle entities(*)
    - General rework of speed to have more variation between the different type of units (unarmored archer faster than armored archer, faster than armored swordmen, faster than armored spearmen, etc).
    - Flying speed significantly increased
    - Officers are harder to kill

    Battle personalities(*)
    - Each units has an offiicer, and 3 "bodyguard" for the officers. They have slightly different graphics, and are harder to kill than the regular soldiers.

    Walls and tower
    - More difference in building HP between factions
    - Range reduced, and damage adjusted

    - Landmarks have more levels now: you can get benefits from it sooner, but it will be weakened, and you need to invest more to have the full effect
    - New military buildings to recruit heraldic units
    - More buildings give specialized garrison
    - Smiths give bonus to armor, fletcher bonus to ammunition
    - Buildings can increase the capacity of some units

    Unit Recruitment(*)
    - Each faction can recruit generic core units in any region, but they are a bit weaker
    - Each faction can recruit heraldic core units only in specific region. They are a bit stronger and have their own graphics, but they are capped.
    - Generic Special and rare units can be recruited in any region, but are capped and are weaker. Special buildings can allow increasing the capacity (ex: Building a dragon keep allows recruiting more dragons)
    - Unique special and rare units, the stronger one, can be recruited only on specific region, and are the stronger one. They are also capped (ex: Swordmasters of Hoeth only from the Tower of Hoeth).
    - High Elves and Wood Elves can have elite version of their units (ex: Spearmen --> Sentinels). They are stronger, but are capped and twice smaller.

    Unit Stats(*)
    - Adjusted weapon (melee and projectile), mostly for damage/range. For HE and WE, elite version added for the elite units
    - Adjusted shields and armour.
    - Adjusted costs : heraldic units are better AND less expensive than generic units (but they are capped). Upkeep reduced for lord (10%), agent (20%) and heraldic units (20%). Other units stay at 25%.
    - Elite version have better leadership, attack, defense, and armor
    - Generic units have weaker leadership, attack, defense, and armor, and less men
    - High Elves now have a choice of projectile (normal, heavy with smaller range but some AP, and fire, smaller range but more damage)
    - High Elves are more levels of "martiallity" (martial training, expertise, prowess mastery)
    - High Elves are synchronized

    Unit graphics(*)
    - New icons and portholes for every units
    - Officers have their own graphics
    - New category icons, with more variety (spearmen with or without shields for exemple), and silver color for regular unit, golden color for elite units.
    - Elite units have their own graphics
    - Heraldic units keep the colors and heraldic symbols of the region where they have recruited. While generic units have the colour of the recruiting faction.
    Last edited by Steph; December 29, 2018 at 05:23 AM.

  2. #2
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Explanation about the new icons


    The background color indicates the race. Light purple for Dark Elves, light blue for High Elves, Light Green for Wood Elves.


    The colour of the frame indicates the origin of the unit (i.e. how it can be recruited).

    - Gold : this is an agent: a lord or a hero.
    - Bronze: unique unit, which can be recruited in only a specific region, and usually requires a specific landmarks. For example White Lions of Chrace, Swordmasters of Hoeth....
    - Silver: Heraldic units: a stronger version of a generic unit, which can be recruited only in a specific province (or region), and always as the same heraldic uniform (shield heraldry, cloth colour), whatever the controlling faction.
    - Wood: generic unit, can be recruited in any region. But is usually a bit weaker.
    - Red: Regiment of Reknown
    - Green: units specific to Athel Loren (or Heart of the Jungle).

    For unique or heraldic unit, a flag at the bottom right indicates their origin:
    - for High Elves, it's one of the Kingdom of Ulthuan (or Elven colony), which usually correspond to a province
    . for Wood Elves, it's one of the Asrai Realms (there are 3 Realms in each province of Athel Loren, except for Heart of the Jungle)

    Unit category and special weapons

    The icon at the bottom (center) gives the unit category. SWO-RD includes new icons for more difference between units (with or without shield, spear, pike...).

    The icon is silver for regular unit, and gold for elite units. Elite units have better stats, but are twice smaller, and are capped: you can only recruit a few;

    Moreover, the unit category icon can have an halo to inidcate a special weapon.
    In the example above, the unit on the left has no special weapon. Then we have poison arrow (green halo), fire arrow (red halo), or magical arrow (blue halo). Notice the red allow around the lance of the fireborn, at the right.


    The icon at the bottom left indicates the rarity. Rarity is not used yet, but in the future version they will follow the rarity mechanism from DrunkFkamingo, to prevent a full stack army from having only rare/special unit

    For agent, star icon:
    - Red = legendary lord
    - Blue = generic lord
    - Green = agent

    for units, losange icon
    - Red = rare unit
    - Blue = special unit
    - Green = core unit.


    The experience icon has been move to the top left, to avoid hiding the icon itself.

  3. #3
    Steph's Avatar Maréchal de France
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    Default Re: List of changes

    Visibility Overhaul

    The view distance is the distance at which you can spot a standard unit in the open (no forest to hide, no hill or obstacle to block LOS, the line of sight)

    The default view distance unit will vary with each unit. Mostly using the race as a base:
    - Hgh Elves: 750 m, Wood Elves, 700m, Dark Elves 650m.
    - Human: 600 m
    - Beastmen, Goblins : 550m
    - Dwarves, Ors, Lizardmen: 500 m
    - Skaven : 450
    - Undead, : 400m

    For reference "battle realism" uses a view distance of 600m.

    For monsters, I'll do that case to case. Some can see very far, like an Eagle (probably 1500), some may be almost blind and require spotters (Kharybdys at 300m)

    This default view distance will then be adjusted based on different parameters

    - Cavalry : +50 (they are higher and can spot ennemy more easily)
    - Archers: +50 (let's suppose archer usually have a better sight)
    - Specialized spotter : +150 (unit such ad deepwood scouts, shades...)
    - Unit with large helmet: -100 (view sight reduced), -50 with small helmet.

    Maybe I can also have the view distance increased a little with the experience of the units (I need to check if this work).

    The idea is that you cannot see the ennemy from very far, and will need scouts to find him, and cover the whole battlefield.

    The parameters above are combined to give a final view distance. Great Eagles, or WE Hawk Riders can see up to 1500m, and can spot ennemy untius from across the battlefield.
    Dragons also have a good view distance. Then you have waywatchers, deep scouts, mages...
    On the other hands, Cygor barely see up to their range, undead (except the carrions or their lord) have a poor view distance, and very heavy cavalry with large helmet don't see very far.

    As said, this is the view distance for a "standard" unit.

    But this will be adjsuted by a coefficient. 1.0 means the unit is visible at this distance (i.e. 600m for a human spotter, 700m for Elves). 0.5 means it is visible at half the distance (300m for men, 350 foe Elves), 2 it is visibvle at twice the distance (1200m for men, 1400m for Elves).
    Base game uses
    - 0.5 for Dryads/Treemen (they do look like trees)
    - 0.7 for Camelon Skink
    - 0.8 for Goblins and small Skavens

    And that's it..

    In SWO-RD, the system will be a bit more complex.

    The base will be the size of the unit
    - Elves, Lizardmen, Orcs: 1.1
    - Human, Undead, Ungor, etc : 1.0
    - Dwarves: 0.9
    - Skink: 0.8
    - Skaven, Goblin : 0.7

    - Monsters: depends on the size. Bat may be 0.3, Dragon and Giant 3 (so more or less always visible).

    Then, additional parameters will be taken into account
    - Mounted units : +0.2 depending, but even more for large mount (a dragon could be 3)
    - Units with shining armor / bright colours / tall helmet: +0.2
    - Units with "camouflage" (like Camaelon Skink, Wood Elves): -0.2 to -0.5

    A foot WE archer may have 0.7 at the end while an HE aromored archer may have 1.5, and a glittering silver helm 2.0

    Beside this global effect, each unit will laso have a specific "spot tree" distance which determine how far it can spot an ennemy unit hidden in a forest. Vanilla value is 60 and 160 for some lzardmen.

    I plan to adjust this to have more variety:
    - wood elves archers will see better in forest than others
    - Human knight with big armor won't be so good
    - Hawk, Eagle, etc will see farther
    - Same as Dryads, Treemen, they will have an even better view
    - Some creatures of the Forest, like Beastmen, will also have a better view.

    And last, it is possible to adjust the minimal distance: the distance at which a unit can ALWAYS detect over units, even if not in sight (exemple: behind a hill or a forest)
    By defautl, CA used 40, except for a very few units like Chaos Lord with lore of Shadow.

    I plan to change this a little for a few units, for exemple
    - Mages maybe able to see a little farther, thanks their magical senses
    - Some units like Wolves or wardgos could have this increase to make them good 'hunters".

    Let me know what you think of all these ideas!

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