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Old October 29th, 2008, 12:29 PM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

Any more feedback coming in for the lizzies?

The next update will focus on tweaks to get an early balance, giving the salamders their water shape, at least one blood spell for sotek priests,... and probably the 3rd generation slann as a summon. I don't think it will get a particularly different graphic, probably just a modified throne, more bling and a different colour. I'm thinking blue.

The 2nd gen slann are going to be 5 unique summons. Each had a different duty in shaping the world itself and this will be reflected in their abilities. In the simplest sense there might be one with very strong earth magic, one with water, one with air, one with fire and one with nature. But they'll get other stuff too - domsummoning sacred spawnings, different movement abilities (some mobile, some immobile), onebattlespells etc.

I'm already invisioning the havoc a stormflying onebattlespell-storm mapmove 10 uberslann could cause. Or an immobile F6 bugger that generates fire gems. Teehee.
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Old October 29th, 2008, 02:15 PM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Lizardmen - v0.3 update

I can't wait to see the second generation slann. They should be a sight to inspire terror in your opponent. Are you going to put them in different paths like with the sacred spawnings?

As far as feedback goes, on the one hand the lizards seem incredibly strong to me. They have a very solid early game with the quite decent temple guard, or the sneakily trample-resistant skink/kroxigor army, or even the saurus warrior army. Also cavalry and salamanders, while expensive, should not be underestimated. In the mid game they have all those happy sacred spawnings, and access to many powerful battlefield spells. By the late game, you'll probably have been clamming pretty good, you're an inherently powerful astral nation and can make giant communions to boost your slann to crazy levels of power to cast just about whatever you want in battle. You also have excellent forging abilities, and I think saurus oldbloods would make for a pretty decent chassis earlier in the game.

The only real weakness they have, I think, is slann equipment slotting (their incredible cost aside). If you want to cast higher level globals you'll probably have to empower a number of slann (at least until the 2nd generation becomes available to you), which is of course expensive. I completely agree with the logic about their lack of slots, as they're just too large and abnormally shaped to actually equip most of the forged items, and while I could see them being capable of using a single a hand-held booster one-handed ones basically don't exist, and you really don't need slann turning into SCs with shields and aoe weapons.

Most of this is theory-crafting though in honesty, I haven't played as Itza very much. I had a little game going a few days before the warhammerama game started and was pretty much just playing around to see what they could do and check out the sacred spawnings.

Edit: On second thought their very expensive forts are quite a drawback as well. The fort cost is very good at holding them back a bit early on. I would say this was another very good choice for balance as well as aesthetic purposes.

Last edited by rdonj; October 29th, 2008 at 02:29 PM..
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