Ngomele civilization, a modmodmod for Orbis

Some bits of development from #erebus:

Magic specializations

I thought about making the Shur really specialize into one sphere. When choosing their first promotion among the specializations, they will be blocked from choosing any other specialization. This restriction will be balanced by some advantages: the earliest Shur unit will be available with Ancient Chants; each next level of their specialization will come with many benefits, like withdrawal chance and the like.

For this, I would need to add some more specializations and thus some more spells and probably 4-5 levels of specialization. Lot of work thus.

Using mainly arcane and disciple units for warfare

Another idea I had, maybe conflicting a bit with the one above: what about using disciples and adepts as their main forces? Shur & Kha could be specifically designed to be used in combat like if they were melee units. Lorewise, the Ngomele society is mostly focused on the Green Sea, from which come both the magic (Shur) and the religion (Kha).

Maybe also giving them better spear-line than other... Or maybe recon line? Related to their hunting power.

Also, they have the mounted line; I thought a mounted mage (a... Cowshur?) could be a nice thing to add too.

I'm not sure what to do about warriors, axemen and all if I choose this path; Valkrionn suggested me to make them weaker...

So, any thought?
 
Well, what I suggested was actually a very strong, limited core of the Shur/Kha, surrounded by sub-par melee units. :goodjob:
So you're suggesting a number of unit cap?

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A wild idea popping: some of you may know that I wanted "bazooka" wielding gnolls as siege units; lorewise, these would be magic students using a new technology invented by Banga, a engineering genius, during the Iron Revolution. So... I thought that such units could be upgraded from the second rank of Shur (the one that would be available at KotE). Magic using "siege" units... :p
 
Some more thoughts since last night, mostly about revamping the basic Ngomele army but also encompassing the rework of the disciple & arcane lines:

Ngomele Army

True Melee units would be rare: either Warriors would be replaced by the "early Shur" (for now on called Foam-Touched); either they would be weak somehow...

Spearmen would be fused with the recon line, which thus would be a mixture of true recon and spear-line: quick, evasive, strong against animals and mounted units. They would mostly evolve through the recon line of techs, not needing the metal line (actually, this will come often: the basic idea is to avoid this line).

The adepts, the Shur, would be the most suited units for combat. War mages for short. But they would work differently than usual mages; higher tier units would be buildable but would not gain as much XP as regular adepts who can go up to 30 or so. This way, their adepts would need to battle to grow in power and not just sit there.

The siege line would be very intertwined with the arcane line: the earliest siege unit would need to be upgraded from a tier II Shur (at Knowledge of the Ether). They will be siege units without the siege racial promo, being mostly living beings trained to take down cities. They will thus only be able to take siege promotions but also Shur Arcanes levels (as many as their Shur Arcanes promotion allows them to).

Their disciple line would be more hybrid, not entirely focused on combat. The earliest disciple would come with either Mysticism or Festivals; maybe both: Festivals would give access to the Kha unit and Mysticism to another one. Both would be able to grow into a War Kha at level 4; but only the MystiKha would be able to use Priesthood to delve more into the religious path.

For their mounted line, I'm not sure yet. I think Cowriders are great; they would just need to be graphically changed to a spear wielding gnoll. Then I like the idea of a mounted Shur...

They will also have a "secret unit" ;)

And, of course, unitcombats I overlooked won't be of much use for them...

So, thoughts?
 
I like it. I was just thinking last night that you said their Shur and Kha get power from the same source, the Green Sea, and was going to suggest an early unit that can upgrade to either line, at mysticism.... Looks like you mostly took care of that. :lol:

And I wasn't suggesting a hard limit on the Arcane/Disciple units, either. More, make the good units strong, but expensive, and the others cheap and weak. The rest should follow from that. :lol:
 
Detailed thoughts about the Warrior line and the Archer line:

Warrior line

Short line: just the Warrior replacement, called Conscript Gnoll (or something of this flavor).

2:strength:, 1:move:, unable to use (Ngomele) weapons;

What's the point of Conscripts? They would be good company for the War Kha, being able to gain a special promotion allowing him one more follower slot and gaining a promotion from him increasing their strength. This is to show the effect of War Kha on the morale of these non-soldiers.

Of course, this would need the commander system from FF.

As a side note, Conscripts will be able to upgrade to Cowriders.

Archer line

Same, just one, the Archer replacement, called Watcher.

1/3:strength:, 3 air combat, 1:move:, 2 first strikes, no defensive strike, only +15% in city/on hills;

Its point? None really. It may be a good defender for hill-cities for the Vigilant line would be much more useful. Researching Archery won't be a priority for them. Maybe I should cut the +15% bonuses altogether.

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I've drawn a basic outline of the units' lines... I like it for now. I wanted to allow the Heishur (Arcane tier 3) to upgrade to Immortals but those require Iron Working... But I found another idea :)

Since I'm talking about them: except the Heheishur (Arcane tier 4), all arcane units will be buildable, as stated earlier. They will get a lot less free xp though. Heheishur will still need to be upgraded from the previous tier and from a level 6; but the Heheishur will be a pretty powerful unit.
 
Detailed thoughts about the Warrior line and the Archer line:

Warrior line

Short line: just the Warrior replacement, called Conscript Gnoll (or something of this flavor).

2:strength:, 1:move:, unable to use (Ngomele) weapons;

What's the point of Conscripts? They would be good company for the War Kha, being able to gain a special promotion allowing him one more follower slot and gaining a promotion from him increasing their strength. This is to show the effect of War Kha on the morale of these non-soldiers.

Of course, this would need the commander system from FF.

As a side note, Conscripts will be able to upgrade to Cowriders.

Archer line

Same, just one, the Archer replacement, called Watcher.

1/3:strength:, 3 air combat, 1:move:, 2 first strikes, no defensive strike, only +15% in city/on hills;

Its point? None really. It may be a good defender for hill-cities for the Vigilant line would be much more useful. Researching Archery won't be a priority for them. Maybe I should cut the +15% bonuses altogether.

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I've drawn a basic outline of the units' lines... I like it for now. I wanted to allow the Heishur (Arcane tier 3) to upgrade to Immortals but those require Iron Working... But I found another idea :)

Since I'm talking about them: except the Heheishur (Arcane tier 4), all arcane units will be buildable, as stated earlier. They will get a lot less free xp though. Heheishur will still need to be upgraded from the previous tier and from a level 6; but the Heheishur will be a pretty powerful unit.

are you shur about this Opera?
and FYI you could make a UU of the Immortal for the Ngomele that gains +10% strength per enemy it kills when it would get a sixth instead it loses those promotions and gains 1 strength it would gain knowledge from the devoured for
 
Nice pun :lol:

It's actually a good idea... I wanted to make them an Immortal replacement but Immortals require Iron Working, a tech I would like to avoid for the Ngomele, them being not able to use Iron weapons anyway.

Maybe their tier 4 recon unit should be the Immortal replacement...?
 
Yeah, I know. I was just reluctant to add another unique unit... But it's now in, so, whatever :lol:
 
Some update:

I finished designing the new army-tree of the Ngomele. I don't have all the units done yet but I know where I am heading. I'll describe them after; don't hesitate to give your feedback, I can still change what I've done.

Mounted

They get two distinct mounted lines. The Cowrider one, which has replacements for the Horseman, the Horse Archer and the Knight. Powerful but expensive units.

And they have the magic-mounted units: Mounted Shur, Mounted Heishur and Wave Avatar, basically a magical cow ;) These ones are less powerful than the Cowriders but are able to use magic and are faster. They cannot get defensive bonuses.

Recon

The recon line goes like this: Pathfinder (Scout) -> Trapper (Hunter) -> Warden (Ranger). They are very mobile units, especially the Warden (3:move: and starts with Woodsman II and Sentry II). They are pretty powerful against Mounted units.

Arcane

Their arcane line starts at Ancient Chants with the Foam-Touched which is their warrior (not a replacement but it acts as is). Good unit for defending early, not too useful for attacking though. Then they have the Shur, the Heishur and the Heheishur. The first two are buildable, they don't require any level. The last one though require level 8 to be upgraded to; but the upgrade doesn't cost gold.

These units will be able to use most of the Melee promotions, like City Raider or Shock.

Siege

Their siege units need to be upgraded from a Shur or superior. They're weak at bombardment and have no ranged attack but are useful at collateral damage and withdraw easily. They don't get the Siege Engine race though.

Immortal

I'm not sure yet how this unit will work.

Druidess

Druid replacement, placeholder name. It will get some unique transformation spells ;)

Disciple

The Kha line is composed of the Kha, the War Kha and the Divine Kha. They are medics/buffer and the War Kha is a useful fighter too. I would like them to be commanders (à la Fall Further) to be really useful.

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Now, what I would really want is feedback/ideas on the Shur spells. There will be 9 paths (divided into three categories): [Nature] -> Leaves, Sky, Mountain; [Spirit] -> Breath, Dreams, Temperance; [Body] -> Flesh, Heart, Eyes.

I don't know yet if an arcane unit will be able to choose as many spell-proms as it can or if it will be limited to one path and only one. Maybe it should be limited to one category rather.

There is *four* levels of magic, allowing ~36 spells. I think it's pretty decent, considering that the only mana-line usable for them is Nature and they get it automatically...
 
So does my Immortal idea pass muster?
 
Sounds great, can't wait for an update :) If I understand correctly, those mounted spellcaster cast same spell as normal ones ? If so, maybe instead of adding more units there should be promotion or spell that adds 'mounted' to unit, that is possible only in city with Byre ? Yet I have no idea if it's possible for a promotion to change visual avatar of a unit...
As for the spells, I think they should be able to take entire category, with possible exception of fourth level spells, where you would have to make some hard choices ;) As Kha is medic/buffer, making Shur spells different form both Kha and normal spellcasters is going to be difficult. I believe they should have nice selection of buffing, damaging and maybe some summoning and terraforming spells. Good thing is that most of existing Shur spells are good and perfectly usable :) Bad thing is that we still need lots of spells ;)

Body sphere: I believe it’s easiest one. Eyes path may contain spells that add sentry promotion to units (good to 1st level spell if this sentry is only temporary and/or does not allow taking further sentry promotions), gives you ability to see stealth and bonuses against illusions (as with perfect sight promotion), makes enemies blind (as with Empyrian spell). Fourth level spell may create building that let you see all invisible units within borders, as with Dies Diei. Flesh path have some good spell in current body specialization – I like Drink from the Sea, Mark of Health and Blood of the Sea very much, yet I find Drink from the Sea more powerful then Mark of Health. If Blood of the Sea were just a little bit more powerful it easily could be 4th level spell. First level spell should be some kind of weak regeneration spell (like 5% or something, half or Body II spell). Body is same sphere as Eyes, so giving your recon units both sentry and heal while moving would be nice synergy. Heart line may contain some buffing spells, like weaker Courage (just fear immune, without healing). Gnolls may need Loyalty spell from time to time, and it’s a good place for it. Third level spell should be offensive spell, maybe something with flavor of heart attack (some damage and adding promotion that slows them down) or demoralize them (making them run away, is it possible ?). If you could take only one 4th level spell making two spells in one sphere similar forces you to make some hard choice. Heart might create building that increase happiness and/or productivity and reduces war weariness of your citizens a little empire-wide or significantly in one city. Increasing population caps in whole empire sounds interesting but is probably more trouble than it’s worth. This one might have effect based on number of Life mana available to make gnolls build mana nodes other than Nature.

Nature sphere is a little bit more tricky. Sky is similar to Air and damaging spell like maelstrom is a must, but fair winds seems out of flavor as gnolls aren’t very good at sailing. Something similar to severed soul (a wind spirit ?) with its ability to call caster might be good for a first level spell and makes gnolls good at scouting – something they should be good at I my opinion. This would be nice spell to be in two places at once or to escape, but again – probably more trouble than it’s worth and probably a little too good for 1st level spell. Another idea is some archer buffing spell (like +1 to ranged attack) but I don’t know if it fits flavorwise. Third level spell granting ability to fly is my dream ;). As for the last spell I thought about some summoning spell similar to fireball but more powerful and lightning/storm flavored – something that summons some (3-4 ?) ‘lightning storms’, creatures similar to empowered fireball but with Air affinity – again, as an incentive to have mana different then Nature. With Leaves for a first level spell something like bonus for attacking in forest is better. Double movement in forest seems good also and makes good scouts. I have a problem with second and third level spells – I like current Nature spells very much (Green Boom is great spell, both effect and flavor) but they are connected to Green Sea, rather than Leaves. If we stick to Leaves theme, we need to enchant use of forest. For second level spell something similar to Kha pasture-enchanting ability (but for forester’s lodge) looks good. I don’t know if it’s possible but allowing building improvements on top of forests (like elves do) might be interesting. Upgrading forests to ancient forest is also ok, if possible. Don’t know what would make good 4th level spell. Mountain path giving ability to cross mountains sounds like 3rd level spell – and a rather powerful one. Weaker one might be limited to recon units – if next Orbis version doesn’t give this ability to all recon units. For a forth level spell I would like to see something that turns hills to mountains, but should be limited to national borders. This way you could trade some productivity for some strategic advantage. Sound powerful, but it’s strictly defensive spell – and in late game usually you’re attacking rather than defending. Still, spell should have long delay, like 4-5 turns. Magnetic Surge makes good offensive spell, but level two is probably too low.

Spirit Sphere is most problematic for me. Existing Spirit spells are good, but I don’t really understand flavor of new paths. Dreams path sounds like something that might want Inspiration-like spell for city buff and nightmare as an opposite spell – maybe creating invisible unit that can enter enemy city and give it penalty to happiness or commerce output. 4th level spell might affect dreams of all citizen and enemies in national borders, reducing unhappiness and giving enemies penalty do healing rate (as they can’t sleep). Have no ideas for Breath and Temperance paths – can you tell something more about them ? For now, I’d change one on those into Souls path to avoid wasting current spells. 4th spell with power based on Spirit Mana should also exist.

I would also consider creating Green Sea path that would be available to all spellcaster, regardless of chosen specialization. You could put existing Green Sea-flavored spells there and use Govannon like ability to teach 1st level spells to arcane units that may learn them (have already chosen this specialization) as 4th level spell. As most 1st Shur spell are indeed 0 level spells that should be weaker than normal 1st level spells this shouldn’t be overpowered.

Sorry for all mistakes I made, English isn’t my first language and I’m not used to writing in English :)
 
Sounds great, can't wait for an update :) If I understand correctly, those mounted spellcaster cast same spell as normal ones ? If so, maybe instead of adding more units there should be promotion or spell that adds 'mounted' to unit, that is possible only in city with Byre ? Yet I have no idea if it's possible for a promotion to change visual avatar of a unit...
Yes, it's possible; I think Ahwaric already did something like that.
Anyway, I'm not sure about this one. May be a good idea... I'll think about it ;)

As for the spells, I think they should be able to take entire category, with possible exception of fourth level spells, where you would have to make some hard choices ;) As Kha is medic/buffer, making Shur spells different form both Kha and normal spellcasters is going to be difficult. I believe they should have nice selection of buffing, damaging and maybe some summoning and terraforming spells. Good thing is that most of existing Shur spells are good and perfectly usable :) Bad thing is that we still need lots of spells ;)
Yay, we need a lot of them!

Ok, so, let's say that each arcane unit can only be useful in one category, either Nature/Body/Spirit. It will still allow it to gain nearly 1/3 of the spells which is okay I think.
For last level... It will be harder to get Heheishur than to get Archmages. Heheishur (and other Shur) won't gain as much free xp as other arcane units. So getting your Heishur to level 8 will be harder than getting your Mage to level 6. Thus, Heheishur should be pretty neat to have.
Perhaps just high stats and the benefits of the IV level promotions. Not sure I'll restrict it to only one four-level though.

Body sphere: I believe it’s easiest one.
Remember one thing: you have to think to both the spells a promotion (level) will give but also to which bonus the promotion itself will give. I think the bonuses from promotions should only come with level II, though.

Also, there's one tiny bit of lore I didn't mention: those spells are actually dances. The Shur, when casting a spell, doesn't read some scroll or move its hand in the air mumbling some nonsense. They dance! They use dance as a mean to move and affect the Green Sea surrounding them.

(Also, it's an effort to make them even more music-oriented, with the dancing Shur, the singing Kha, the moo-ing Cowrider, ... what?)

Eyes path may contain spells that add sentry promotion to units (good to 1st level spell if this sentry is only temporary and/or does not allow taking further sentry promotions), gives you ability to see stealth and bonuses against illusions (as with perfect sight promotion), makes enemies blind (as with Empyrian spell). Fourth level spell may create building that let you see all invisible units within borders, as with Dies Diei.
I like those. I think we could also have something with first strikes and defensive strikes though.

Flesh path have some good spell in current body specialization – I like Drink from the Sea, Mark of Health and Blood of the Sea very much, yet I find Drink from the Sea more powerful then Mark of Health. If Blood of the Sea were just a little bit more powerful it easily could be 4th level spell. First level spell should be some kind of weak regeneration spell (like 5% or something, half or Body II spell). Body is same sphere as Eyes, so giving your recon units both sentry and heal while moving would be nice synergy.
Okay; I didn't think about recycling those spells into the Flesh path but it's a good and fitting idea!

Heart line may contain some buffing spells, like weaker Courage (just fear immune, without healing). Gnolls may need Loyalty spell from time to time, and it’s a good place for it. Third level spell should be offensive spell, maybe something with flavor of heart attack (some damage and adding promotion that slows them down) or demoralize them (making them run away, is it possible ?). If you could take only one 4th level spell making two spells in one sphere similar forces you to make some hard choice. Heart might create building that increase happiness and/or productivity and reduces war weariness of your citizens a little empire-wide or significantly in one city. Increasing population caps in whole empire sounds interesting but is probably more trouble than it’s worth. This one might have effect based on number of Life mana available to make gnolls build mana nodes other than Nature.
What you propose here seems a bit too close to the Spirit category. Plus, I'd like the "frightening" spell reserved to the War Kha ;) As would be a Courage/Loyalty like. Don't know yet what to use for Heart.

Nature sphere is a little bit more tricky. Sky is similar to Air and damaging spell like maelstrom is a must, but fair winds seems out of flavor as gnolls aren’t very good at sailing. Something similar to severed soul (a wind spirit ?) with its ability to call caster might be good for a first level spell and makes gnolls good at scouting – something they should be good at I my opinion. This would be nice spell to be in two places at once or to escape, but again – probably more trouble than it’s worth and probably a little too good for 1st level spell. Another idea is some archer buffing spell (like +1 to ranged attack) but I don’t know if it fits flavorwise. Third level spell granting ability to fly is my dream ;). As for the last spell I thought about some summoning spell similar to fireball but more powerful and lightning/storm flavored – something that summons some (3-4 ?) ‘lightning storms’, creatures similar to empowered fireball but with Air affinity – again, as an incentive to have mana different then Nature.
I like the Fly idea and the summon idea.

But for the Fly one, I think it would be better to have either as an effect of promo for level III or as an effect for level IV. I don't really want a spell giving Flying to other units ;)

And I think this summon idea is definitely in. Seems like a rain dance :D

With Leaves for a first level spell something like bonus for attacking in forest is better. Double movement in forest seems good also and makes good scouts. I have a problem with second and third level spells – I like current Nature spells very much (Green Boom is great spell, both effect and flavor) but they are connected to Green Sea, rather than Leaves. If we stick to Leaves theme, we need to enchant use of forest. For second level spell something similar to Kha pasture-enchanting ability (but for forester’s lodge) looks good. I don’t know if it’s possible but allowing building improvements on top of forests (like elves do) might be interesting. Upgrading forests to ancient forest is also ok, if possible. Don’t know what would make good 4th level spell.
Hmmm. Yeah, this one is tricky, as is Heart.

Mountain path giving ability to cross mountains sounds like 3rd level spell – and a rather powerful one. Weaker one might be limited to recon units – if next Orbis version doesn’t give this ability to all recon units. For a forth level spell I would like to see something that turns hills to mountains, but should be limited to national borders. This way you could trade some productivity for some strategic advantage. Sound powerful, but it’s strictly defensive spell – and in late game usually you’re attacking rather than defending. Still, spell should have long delay, like 4-5 turns. Magnetic Surge makes good offensive spell, but level two is probably too low.
Yeah, some good ideas there too. Magnetic Surge I'll definitely keep; the first spell I ever designed for them is actually my favorite ;) Will certainly be level III.

Actually, a IV-level one could select a nearby (or the one you're on, if level IV promo allows mountain-crossing) and turn it into a Moving Mountain unit ;)

Spirit Sphere is most problematic for me. Existing Spirit spells are good, but I don’t really understand flavor of new paths. Dreams path sounds like something that might want Inspiration-like spell for city buff and nightmare as an opposite spell – maybe creating invisible unit that can enter enemy city and give it penalty to happiness or commerce output. 4th level spell might affect dreams of all citizen and enemies in national borders, reducing unhappiness and giving enemies penalty do healing rate (as they can’t sleep). Have no ideas for Breath and Temperance paths – can you tell something more about them ? For now, I’d change one on those into Souls path to avoid wasting current spells. 4th spell with power based on Spirit Mana should also exist.
Breath path would be your Souls path. "Breath" was considered as the "soul" of a person before, seeing how it goes away when this person dies.

Temperance is about restraining oneself to not attain extremes; it's a "middle path" if you want, not too much, not too few. I say it would be this one who should lead to a Spirit-affinity spell.

Dreams is about letting the Green Sea affect one's mind so that it can even see it while sleeping. Most likely it would reduces strength of the user, making her in a pretty bad physical shape due to a disturbed sleep cycle.

I would also consider creating Green Sea path that would be available to all spellcaster, regardless of chosen specialization. You could put existing Green Sea-flavored spells there and use Govannon like ability to teach 1st level spells to arcane units that may learn them (have already chosen this specialization) as 4th level spell. As most 1st Shur spell are indeed 0 level spells that should be weaker than normal 1st level spells this shouldn’t be overpowered.
Actually, I like this Govannon idea but maybe for Banung rather than as a Heheishur spell. Banung as the particularity to be really outspoken and to be the actual person who brought the Green Sea into Ngomele culture; further Heheishur are pretty much egoistic individuals, not willing to share their power.

Also, yes, I'll do this. Actually, I'll remove the "Starts with Nature X" thing and give them a "non-category", Green Sea. I think it will start at level II though; Foam-Touched aren't able to take this path yet.

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By the way, since I moved a lot of things out of the Iron line, I will of course move Nga out of it. She will become a War Kha hero... So that means I'll really need a commander system to make the whole War Kha part worth it. Either FF's or HoTK's.
 
Also, there's one tiny bit of lore I didn't mention: those spells are actually dances. The Shur, when casting a spell, doesn't read some scroll or move its hand in the air mumbling some nonsense. They dance! They use dance as a mean to move and affect the Green Sea surrounding them.
Sounds good :) It gives them even more ‘tribal’ flavor.
I like those. I think we could also have something with first strikes and defensive strikes though.
I forgot about those, but they certainly fit. Maybe Shur should get some defensive strikes at II level, some first strikes at III and be immune to first strikes as IV level passive ability ?
What you propose here seems a bit too close to the Spirit category. Plus, I'd like the "frightening" spell reserved to the War Kha ;) As would be a Courage/Loyalty like. Don't know yet what to use for Heart.
Well, you can always change Heart to something else. Maybe something like tooth and claws, with spells giving offensive melee bonuses for Shur herself – like increasing attack while decreasing defense or better cannibalize ?
I like the Fly idea and the summon idea.
But for the Fly one, I think it would be better to have either as an effect of promo for level III or as an effect for level IV. I don't really want a spell giving Flying to other units ;)
And I think this summon idea is definitely in. Seems like a rain dance :D
Entire flying army is little bit disturbing ;) But flying (well, dancing on clouds :) ) Shur shouldn’t be overpowered.
Hmmm. Yeah, this one is tricky, as is Heart.
Maybe it should be more about animals then ? As II level spell you may summon random animal (works only on appropriate tile – you can summon gorilla on jungle tile and wolf on forest tile). This way you can create some animals for your Wardens to subdue and change into those ‘animal companion’ promotions. It would be great middle-late game when there are no more animals to hunt.
Actually, a IV-level one could select a nearby (or the one you're on, if level IV promo allows mountain-crossing) and turn it into a Moving Mountain unit ;)
Sounds good, though I think that IV level promo should be more powerful. Especially if new Orbis will give this ability to recon units.
Temperance is about restraining oneself to not attain extremes; it's a "middle path" if you want, not too much, not too few. I say it would be this one who should lead to a Spirit-affinity spell.
Hmm… is it about sacrificing something to get something else ? Maybe losing some xp for ability to cast cast spell again or taking damage to heal other units would fit here ?
Actually, I like this Govannon idea but maybe for Banung rather than as a Heheishur spell. Banung as the particularity to be really outspoken and to be the actual person who brought the Green Sea into Ngomele culture; further Heheishur are pretty much egoistic individuals, not willing to share their power.
Right, I forgot about heroes. It surly fit here better.
Also, yes, I'll do this. Actually, I'll remove the "Starts with Nature X" thing and give them a "non-category", Green Sea. I think it will start at level II though; Foam-Touched aren't able to take this path yet.
Those Foam-Touched aren’t very good at using Green Sea ? How about low level spell working similar to Arena that could be cast by Foam-Touched in cities, with chance to die and chance to gain some xp and/or promotion indicating that she’s exceptionally talented with Green Sea. In fact, this could be nice for all gnolls – something like rite of passage.
 
Sounds good :) It gives them even more ‘tribal’ flavor.

I forgot about those, but they certainly fit. Maybe Shur should get some defensive strikes at II level, some first strikes at III and be immune to first strikes as IV level passive ability ?

Well, you can always change Heart to something else. Maybe something like tooth and claws, with spells giving offensive melee bonuses for Shur herself – like increasing attack while decreasing defense or better cannibalize ?

Entire flying army is little bit disturbing ;) But flying (well, dancing on clouds :) ) Shur shouldn’t be overpowered.

Maybe it should be more about animals then ? As II level spell you may summon random animal (works only on appropriate tile – you can summon gorilla on jungle tile and wolf on forest tile). This way you can create some animals for your Wardens to subdue and change into those ‘animal companion’ promotions. It would be great middle-late game when there are no more animals to hunt.

Sounds good, though I think that IV level promo should be more powerful. Especially if new Orbis will give this ability to recon units.

Hmm… is it about sacrificing something to get something else ? Maybe losing some xp for ability to cast cast spell again or taking damage to heal other units would fit here ?

Right, I forgot about heroes. It surly fit here better.

Those Foam-Touched aren’t very good at using Green Sea ? How about low level spell working similar to Arena that could be cast by Foam-Touched in cities, with chance to die and chance to gain some xp and/or promotion indicating that she’s exceptionally talented with Green Sea. In fact, this could be nice for all gnolls – something like rite of passage.
Okay, sorry for not answering before.

I will come up with some draft about the revamped system and we will be able to discuss it better than now :)

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As an update, next version (1.00) will contain some new things for Ngomele: new improvement (even though Ahwaric hates those), new units, new buildings; overall, new way to play them, more focused on their arcane line.

However, one thing that won't be in: new Kha. They will wait till next next version :)
 
Something I didn't say in the doc is that I'm planning on using the old (Ngomele) Body spells, like Mark of Health and Blood of the Sea but I don't know yet how to spread them through the Flesh wave...
 
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