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Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 4:00 pm
by Savra
Idk, but gold outlines on rune stones like that one don't seem to turn out so well with the limited space. The best I could do is outline the rune itself.

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 6:21 pm
by Alexander82
Sorry i didn't mean that. I meant the golden decorations

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 2:50 am
by Savra
Okay, now that I read over your dwarf remake topic I noticed something that is off along with one of these runes.

@Alexander82 you suggested beer as a form of healing like lembas for basically all dwarves correct? If so then we might need to find a new purpose for that life rune since it would just give the dwarves 2 healing abilities per unit.

My suggestion is either give it to the dwarves healers without research required as a replacement for the heal spell and just remove the cool. (We need more unique healing methods for certain races, e.g. Dwarves, scaledfolk.) Or, we keep research cost and give it to the rune mage who could use it to summon a stone golem that acts like the elf wizards dnt somewhat. Dwarves can use runes for more things then simply enchanting themselves, the life rune pretty much means you can give life to inanimate objects like stone statues. It's worth a thought.

Also, the runes here need to be divided up a bit more then simply giving most the dwarves army about 8 runes to choose from. (that's 9 ability's including beer) that's way more then a warmage, or even a mage has in abilities. The cost of being 100 turns to get them all can be easily deducted by making more rune masons. Sure the cool makes them less OP, but they shouldn't have that much abilities for the basic units.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 3:16 am
by Savra
Updated, better?

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 6:01 am
by makazuwr32
Well we will make completely different runes for dwarves. No generic rune of life availible for all dwarves.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 6:36 am
by Savra
Hm, it would be nice if we simply have some of these to the rune mage and kept the bezerkers one for the dwarves bezerker and the mithril guards ones to the mithril guards. Not all dwarves know how to use runes so the elites of those who study and frequently use them would be the ones who would know how to best use them.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 7:06 am
by makazuwr32
Should i remind that mithrils will be removed?

Alas self runes will be availible (in plans for now) for most dwarven units exept cheap 2 turn ones and casters.

We are still deciding with role of rune mage and rune smith and upon that we will decide what runes they can use.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 7:08 am
by LordOfAles
And what's going to be put in place of them?

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 7:12 am
by makazuwr32
Alex wants to expand dwarven defender into full elite group like imperials who will be focused on defence and such. Dwarven rifleman will be moved there by the way and will keep ability to deploy shield.

And also alex wants second elite group - "slayers" - who will be focused around killing and dealing lots of damage but with low or even none armor.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 7:13 am
by LordOfAles
Very good, as long as maps using mithril units don't get broken.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 7:15 am
by makazuwr32
We are going to replace them with new units. Using same ids and same buying slots in upgrade shop.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 3:20 pm
by Savra
Should I still make those runes you suggested? Do when you do figure something out you have ready runes to use still?

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 5:10 pm
by makazuwr32
Why not. Images will still be used but maybe for some different abilities.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 8:02 pm
by Savra
So this is good for base right?Image

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 10:12 pm
by makazuwr32
For me yes but hetter to ask @Alexander82.

Re: Researchable runes for dwarven units.

Posted: Sun Sep 08, 2019 10:20 pm
by Savra
He wanted the stone to have some gold decor from the researched runes. The stone base itself was approved.

Re: Researchable runes for dwarven units.

Posted: Mon Sep 09, 2019 12:29 am
by Savra
Here, castable runes.

Re: Researchable runes for dwarven units.

Posted: Mon Sep 09, 2019 12:30 am
by Savra
More.

Re: Researchable runes for dwarven units.

Posted: Tue Sep 10, 2019 12:45 pm
by StormSaint373
Think I'm a bit late, huh...

Re: Researchable runes for dwarven units.

Posted: Tue Sep 10, 2019 2:33 pm
by Savra
Yes, but that base could work better for the gold outlines... But I would need to adjust images to fit.

Re: Researchable runes for dwarven units.

Posted: Tue Sep 10, 2019 6:37 pm
by StormSaint373
Sure thing, do what you need to do...

Re: Researchable runes for dwarven units.

Posted: Sun Feb 14, 2021 4:26 pm
by makazuwr32
Runes (basic ones):
Rune of healing - instantly heals 20% of max hp, no action cost, cooldown - 6 turns, tech cost - 3 turns, researchable at tc and rune mansion

Rune of cleansing - self disenchant, no action cost, cooldown - 6 turns, tech cost - 4 turns, researchable at rune mansion

Rune of agility - gives +1 action and -20/-20 armor for 1, current, turn, no action cost, cooldown - 6 turns, tech cost - 6 turns, researchable at rune mansion

Rune of throwing - deals x melee type damage to target enemy in range 3/4/5 (where x is caster's attack value), costs 1 action, cooldown - 6 turns, tech cost - 4/6/8 turns (first tech unlocks ability, second and third increase spell range), researchable at rune mansion and barracks (dual axeman of dwarves require 2 such abilities with same effects so he could "throw" both his weapons)

Rune of living fire - passive burning on-hit weapon effect, cost 1 action, lasts 3 turns, cooldown - 6 turns, tech cost - 4 turns, researchable at tc and rune mansion

Rune of might - gives +1/30% power range for 1, current, turn, no action cost, cooldown - 6 turns, tech cost - 5 turns, researchable at rune mansion

Rune of earthquake - deals 50 magic damage (+200%/+800%/+1100% to buildings/fortifications/megas) to all land units (including allies, excluding self, does not affect water and flying units, does affect amphibious units with land tag) in range 2, cost 1 action, cooldown - 6 turns, tech cost - 7 turns, researchable at rune mansion

Rune of chilling steel - slowing 1 passive on-hit weapon effect, lasts 3 turns, costs 1 action, cooldown - 6 turns, tech cost - 4 turns, researchable at tc and rune mansion

Rune of timely counter - gives +5 attack, first strike and -2 speed for 2 turns, cost 1 action, cooldown - 6 turns, tech cost - 7 turns, researchable at rune mansion

Rune of charging - gives +1 speed and +1/30% power range for 1, current, turn, no action cost, cooldown - 6 turns, tech cost - 6 turns, researchable at rune mansion

Runes distribution among basic units (cleric and worker are not affected, only for already done units, defenders will be made later):
Now about what basic unit what rune receives:
Dwarven maceman - healing, living fire
Short pikeman - healing, timely counter
Axe thrower - agility, living fire
Hand crossbowman - agility, chilling steel

Billman - healing, timely counter
Warrior - healing, cleansing, throwing
Swordman - healing, cleansing, chilling steel
Ball thrower - healing, agility, chilling steel
Crossbowman (3 turns cost) - agility, living fire
Gunslinger - healing, chilling steel

Halberdier - cleansing, timely counter
Shielder - healing, cleansing, timely counter
Axeman - cleansing, might
Musketeer - cleansing, chilling steel

Double axeman - healing, throwing, throwing 2
Hammer fighter - healing, earthquake
Repeater crossbowman - cleansing, living fire, chilling steel

This is final list of basic runes for dwarves (slayers and defenders will get some unique to them runes as well).

Holy units, caster units and mechanical units are not affected by runes.