WarKirby
Arty person
Druid Forms: Plan
A work in progress I'm starting on today, I wanted to share with you all.
Note: All numerical values listed here including levels and percentages, are kind of decided on intuition and may be subject to change before release, and/or pending discussion.
Basically, I've always thought FFH's druids were rather boring. Playing NWN2 has given me a few ideas on how to make them better. Not necessarily more powerful, but more flavorful and fun to use.
I'll be implementing this, hopefully as a module using Odalrick's Very Interesting Modular Python
For a start, I'm removing their nature affinity entirely. They won't need it anymore, and allowing them to keep that in addition to what I'm planning, would make them horribly overpowered.
Secondly, I'm adding a Wild Shape mechanic. In essence, the ability to polymorph oneself into a variety of different animals. Each with unique characteristics.Druids will start with the ability to use Wild Shape, but they'll only have one animal form to use. New forms will be gained automatically (ie, you don't need to spend promotions on them) as the druid levels up. Thusly, higher level druids will have an advantage in flexibility, as well as strength. See Linear Warriors, Quadratic Wizards
While in a Wild Shape, druids will temporarily be unable to cast spells. This restriction can be lifted later on by buying the Natural Spell promotion, (which DOES require you to spend a promotion, and has a high level prereq)after which druids will be able to cast while polymorphed.
A druid will be able to change into an animal at any time, whether they have casted or not (use up all your spells then go bear form!) but they will not be able to change back at will. While polymorphed, a druid will have a 30% chance to change back per turn. With Natural Spell, this restriction will also be lifted, and they'll gain the ability to change both ways at will.
Now, the beast forms!. All of the following will have UNITCOMBAT_BEAST. They will all also have a bonus vs recon units, to partially (but not completely) offset the natural recon bonus vs beasts and animals. Note that where strength bonuses/penalties are listed, these will be applied on top of the druid's normal 8 strength. All wild forms will have the same base stats as a druid, but modified as detailed below. Movement is an exception. movement values listed here will replace, rather than add to, the druid's base movement.
All wild forms will be immune to capture, since druids are at the same tech level as Beastmasters, it wouldn't be fun getting your bear form druid captured.
Where something like "+strength" is listed, it means I haven't decided on a value. Feel free to suggest one.
Wolf
--------------
+2 attack
2 first strikes
2 movement
40% withdrawal chan
+strength in tundra, ice
no defense bonuses
The wolf will be the only initial form available. A good all rounder, slightly offensively oriented. Thick fur makes them well suited to arctic combat, and their survival instinct lets them know when it's time to run, giving a decent withdrawal chance.
Panther lv2
--------------------------
hidden with Hidden Animals
attacks weakest unit in stack (marksman)
+jungle attack
double movement in jungle
+6 attack, -2 defense
2 movement
no defense bonuses
In short, an assassin in beast form. Panther form will have a marksman effect, exactly the same as an assassin. 2 movement and double jungle movement make them very suited for fighting the Clan or lizardmen, who often live near jungle. They will have "Hidden animals" invisibility. The weak kind. Meaning that only recon units will be able to see them.
Stag Prereq lv4
--------------------
+2 attack, +6 defense
Guardsman
3 movement
+forest and ancient forest strength.
Ignores terrain movement costs
recieves defensive bonuses
The theme here is Forest Guardian. Stags will have hefty bonuses to both attack and defense, as well as being as fast as a horseman. They will have a guardsman effect, making them all around a very flexible defender. It will be the only animal form capable of recieving defensive bonuses
Aquatic lv6
------------
+6 strength
can cross water/ocean
+50% vs Naval units
Can only be cast in or near sea.
no defense bonuses
I haven't actually decided how this will look yet, so I named it Aquatic for now. Will probably use Sea Serpent art. Designed for crossing water, and fighting enemy ships. The Aquatic form will be all around very powerful, having +6 strength to both attack and defense. But it will be limited to travelling in water.
Bear lv8
-------------
+8 strength
1 base movement
-100% withdrawal
Heals while moving
Heals after battle
causes collateral damage
High chance to go enraged per turn. (25%)
no defense bonuses
Destruction personified. The Bear Form is essentially a berserker. Bear form will double the druid's strength to 16, making it the second most powerful non-unique living unit in existence (mana affinities notwithstanding). The bear form will also have collateral damage, and will heal while moving and after every battle. Exactly how much it heals by is yet to be decided. In general, bear form is the ultimate direct combat form. The downsides, are that it's the slowest wild shape, and has a high chance to be overwhelmed by bloodlust, making it enraged and leave player control. If wild shape expires while in enraged bear form, the enraged will instantly wear off too.
Hawk lv12
----------------
8 movement
+2 line of sight
-2 attack, -4 defense
Flying
flat terrain costs
can cross ocean
no defensive bonuses.
Hawk form will be the ultimate recon/travel form. Large strength penalties will make it unsuitable for battle, but the massive movement and line of sight will make travelling across the landscape a breeze.
Natural Spell (not a form) lv 16
---------------------------------------
Allows changing back from animal forms at will
Allows casting spells while in animal form
A work in progress I'm starting on today, I wanted to share with you all.
Note: All numerical values listed here including levels and percentages, are kind of decided on intuition and may be subject to change before release, and/or pending discussion.
Basically, I've always thought FFH's druids were rather boring. Playing NWN2 has given me a few ideas on how to make them better. Not necessarily more powerful, but more flavorful and fun to use.
I'll be implementing this, hopefully as a module using Odalrick's Very Interesting Modular Python
For a start, I'm removing their nature affinity entirely. They won't need it anymore, and allowing them to keep that in addition to what I'm planning, would make them horribly overpowered.
Secondly, I'm adding a Wild Shape mechanic. In essence, the ability to polymorph oneself into a variety of different animals. Each with unique characteristics.Druids will start with the ability to use Wild Shape, but they'll only have one animal form to use. New forms will be gained automatically (ie, you don't need to spend promotions on them) as the druid levels up. Thusly, higher level druids will have an advantage in flexibility, as well as strength. See Linear Warriors, Quadratic Wizards
While in a Wild Shape, druids will temporarily be unable to cast spells. This restriction can be lifted later on by buying the Natural Spell promotion, (which DOES require you to spend a promotion, and has a high level prereq)after which druids will be able to cast while polymorphed.
A druid will be able to change into an animal at any time, whether they have casted or not (use up all your spells then go bear form!) but they will not be able to change back at will. While polymorphed, a druid will have a 30% chance to change back per turn. With Natural Spell, this restriction will also be lifted, and they'll gain the ability to change both ways at will.
Now, the beast forms!. All of the following will have UNITCOMBAT_BEAST. They will all also have a bonus vs recon units, to partially (but not completely) offset the natural recon bonus vs beasts and animals. Note that where strength bonuses/penalties are listed, these will be applied on top of the druid's normal 8 strength. All wild forms will have the same base stats as a druid, but modified as detailed below. Movement is an exception. movement values listed here will replace, rather than add to, the druid's base movement.
All wild forms will be immune to capture, since druids are at the same tech level as Beastmasters, it wouldn't be fun getting your bear form druid captured.
Where something like "+strength" is listed, it means I haven't decided on a value. Feel free to suggest one.
Wolf
--------------
+2 attack
2 first strikes
2 movement
40% withdrawal chan
+strength in tundra, ice
no defense bonuses
The wolf will be the only initial form available. A good all rounder, slightly offensively oriented. Thick fur makes them well suited to arctic combat, and their survival instinct lets them know when it's time to run, giving a decent withdrawal chance.
Panther lv2
--------------------------
hidden with Hidden Animals
attacks weakest unit in stack (marksman)
+jungle attack
double movement in jungle
+6 attack, -2 defense
2 movement
no defense bonuses
In short, an assassin in beast form. Panther form will have a marksman effect, exactly the same as an assassin. 2 movement and double jungle movement make them very suited for fighting the Clan or lizardmen, who often live near jungle. They will have "Hidden animals" invisibility. The weak kind. Meaning that only recon units will be able to see them.
Stag Prereq lv4
--------------------
+2 attack, +6 defense
Guardsman
3 movement
+forest and ancient forest strength.
Ignores terrain movement costs
recieves defensive bonuses
The theme here is Forest Guardian. Stags will have hefty bonuses to both attack and defense, as well as being as fast as a horseman. They will have a guardsman effect, making them all around a very flexible defender. It will be the only animal form capable of recieving defensive bonuses
Aquatic lv6
------------
+6 strength
can cross water/ocean
+50% vs Naval units
Can only be cast in or near sea.
no defense bonuses
I haven't actually decided how this will look yet, so I named it Aquatic for now. Will probably use Sea Serpent art. Designed for crossing water, and fighting enemy ships. The Aquatic form will be all around very powerful, having +6 strength to both attack and defense. But it will be limited to travelling in water.
Bear lv8
-------------
+8 strength
1 base movement
-100% withdrawal
Heals while moving
Heals after battle
causes collateral damage
High chance to go enraged per turn. (25%)
no defense bonuses
Destruction personified. The Bear Form is essentially a berserker. Bear form will double the druid's strength to 16, making it the second most powerful non-unique living unit in existence (mana affinities notwithstanding). The bear form will also have collateral damage, and will heal while moving and after every battle. Exactly how much it heals by is yet to be decided. In general, bear form is the ultimate direct combat form. The downsides, are that it's the slowest wild shape, and has a high chance to be overwhelmed by bloodlust, making it enraged and leave player control. If wild shape expires while in enraged bear form, the enraged will instantly wear off too.
Hawk lv12
----------------
8 movement
+2 line of sight
-2 attack, -4 defense
Flying
flat terrain costs
can cross ocean
no defensive bonuses.
Hawk form will be the ultimate recon/travel form. Large strength penalties will make it unsuitable for battle, but the massive movement and line of sight will make travelling across the landscape a breeze.
Natural Spell (not a form) lv 16
---------------------------------------
Allows changing back from animal forms at will
Allows casting spells while in animal form