T9A:FB 2.0 - przecieki i dyskusja

Wszystko to, co nie pasuje nigdzie indziej.

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Slayer Zabójców
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Re: T9A:FB 2.0 - przecieki

Post autor: Slayer Zabójców »

Ciara pisze:krasnoludki
Krasnoludy
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Klaudel
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Post autor: Klaudel »

zobaczcie jakiego wypichcili hunting chariota dla DE (post 544) :)

http://www.the-ninth-age.com/index.php? ... post763377
We can't stop here. This is bat country.

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Kołata
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Post autor: Kołata »

BH po dupie zebrały w kilku najmocniejszych miejscach, ale tragedii nie ma i dodatkowo dojdzie parę fajowych opcji. Poniżej wrzuciłem zajawkę (nerf beast axa, buff soothsayer staffa).

http://www.the-ninth-age.com/index.php? ... post763245

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Slayer Zabójców
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Post autor: Slayer Zabójców »

Ale jak chcecie wrzucać przecieki to kopiujcie esencję i wklejacie tutaj, nie wszyscy maja dostęp do tej części forum ;)
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Siemek
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Post autor: Siemek »

A coś o imperium wiadomo ?

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PiotrekN
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Post autor: PiotrekN »

+1
Najlepiej gdyby tekst był przekopiowany :)
Slayer Zabójców pisze: Krasnoludy
W 9th Krasnoludki mają trochę inny background fluffowy, więc nazwa użyta przez Ciarę jest bardziej prawidłowa :)

Żeby uniknąć pozwów o łamanie praw autorskich, twórcy wzorowali się bardziej na pewnym miasteczku z Chin:

https://www.youtube.com/watch?v=G3BjltKMWWQ
Klaudel pisze:zobaczcie jakiego wypichcili hunting chariota dla DE (post 544) :)

http://www.the-ninth-age.com/index.php? ... post763377
Yey, nowa zasada specjalna, osom :D
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debelial
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Post autor: debelial »

Kołata pisze:BH po dupie zebrały w kilku najmocniejszych miejscach, ale tragedii nie ma i dodatkowo dojdzie parę fajowych opcji. Poniżej wrzuciłem zajawkę (nerf beast axa, buff soothsayer staffa).

http://www.the-ninth-age.com/index.php? ... post763245
Access denied :(

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wind_sower
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Post autor: wind_sower »

To ja może pokazę, jak można ułatwić życie użytkownikom forum:

Newsy od KOE. Dwa sztandary:

Banner of the last charge:
R&F Cavalry models in bearer's unit gain Impact Hits (X), where X is the number of full ranks in the unit, provided that those ranks are comprised entirely of Cavalry model. These impact hits are always resolved with Strength 4 and Armour Penetration 1.

Banner of Knightly Advance
0-2 per Army
One use only. May be activated during the controlling player’s Movement Phase. Bearer's unit gain +2 March Rate, Spectral Movement and lose Scoring. All friendly units are treated as Impassable Terrain. Effects last until the end of the Player Turn.

Dodatkowo pragnę nadmienić, że Banner na jednostce moze dostać jednego apgrejda, a banner na BSB dwa. Czyli jeden i drugi Banner moze nosić sztandarowy. Do tego chyba zostają banner z RB

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Kołata
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Post autor: Kołata »

http://www.the-ninth-age.com/index.php? ... post763318

Przepraszam, zły link dałem. Powyższy jest ok. Poniżej nowy beast axe i soothsayer staff. W linku znajdziecie jeszcze odrobinę więcej spoilerów.

Beast Axe - Melee Weapon.
Attacks made with this weapon gain +1 Strength, +1 Armour Penetration and always strike at Agility 0 (regardless of wielder’s Agility). The wielder gains +2 Defensive Skill, unless using another weapon.
This weapon cannot be enchanted with Weapon Enchantments from the Common Magical Artifacts.

Soothsayer Staff (xxx pts) - Soothsayer only
0-3 per Army.
Hand Weapon enchantment.
Attacks made with the enchanted Weapon gain +2 Strength, +2 Armour Penetration and Magical Attacks. The wielder gains +2 Attack Value and Distracting while using the enchanted Weapon.

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JimMorr
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Post autor: JimMorr »

To Distracting zostaje jako zasada specjalna mimo rozbicia WS ???

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wind_sower
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Post autor: wind_sower »

Wygląda na to, że tak. Miało być prościej... :roll:

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Kaszalot
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Post autor: Kaszalot »

Macie jakieś przecieki jak będzie w 2.0 z frenzy?

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Ciara
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Post autor: Ciara »

Distracting to jakaś ciężka zasada?
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wind_sower
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Post autor: wind_sower »

Co rozumiesz przez ciężka?

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JimMorr
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Post autor: JimMorr »

Z nową tabelą hitów sięgającą 6, kombinacją bonusów do Defensive WS i distracting + nieznanym (jeszcze) działaniem parry to zaczyna wyglądać na poważne uproszczenie :D :D :D .

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Odoamar
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Post autor: Odoamar »

Kaszalot pisze:Macie jakieś przecieki jak będzie w 2.0 z frenzy?
Frenzy nie będzie już wymuszac overruna i pogoni. Jest to pewne i bardzo na plus, lecz będzie to wymagało testu LD opatrzonego odpowiednią karą ( jaka dokładnie to nie wiadomo - wyjdzie w testach )

Wymuszanie szarży na przeciwniku zostaje lecz z lekkimi zmianami odnośnie zasięgu i kar LD do tego testu ( jak wyżej efekt końcowy nieznany )
Ostatnio zmieniony 17 paź 2017, o 11:48 przez Odoamar, łącznie zmieniany 1 raz.
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Klaudel
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Post autor: Klaudel »

JimMorr pisze:Z nową tabelą hitów sięgającą 6, kombinacją bonusów do Defensive WS i distracting + nieznanym (jeszcze) działaniem parry to zaczyna wyglądać na poważne uproszczenie :D :D :D .
Dokladnie. A zobaczycie jak dzialaja speary w nowej wersji. To dopiero popis artystycznego designu :)
We can't stop here. This is bat country.

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Odoamar
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Post autor: Odoamar »

Distracting daje -1 do hita ale nie kumuluje się z niczym innym więc, naprawdę mocne kombosy będą dotyczyć herosów z wysokim WS, a dodam że nie ma już armora w RB który by to oferował.
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Kaszalot
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Post autor: Kaszalot »

Odoamar pisze:
Kaszalot pisze:Macie jakieś przecieki jak będzie w 2.0 z frenzy?
Frenzy nie będzie już wymuszac overruna i pogoni. Jest to pewne i bardzo na plus, lecz będzie to wymagało testu LD opatrzonego odpowiednią karą ( jaka dokładnie to nie wiadomo - wyjdzie w testach )

Wymuszanie szarży na przeciwniku zostaje lecz z lekkimi zmianami odnośnie zasięgu i kar LD do tego testu ( jak wyżej efekt końcowy nieznany )
No to w końcu pomyślane! Świetnie, granie na furii będzie wreszście jakoś zarządzalne :)

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Odoamar
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Post autor: Odoamar »

Hello my fellow Princes and Queens,

First of all, please join me in officially welcoming @PapaG who is joining us in the HbE ACS team! That will bring some new fresh blood and ideas into the team and also allow us to have more ears and eyes to listen at your comments and suggestions.

Welcome onboard @PapaG!!
:party:


Now, regarding the 2.0 updates, today we also want to talk you about one of the big redesigns we have gone through this phase: Grey Watchers.

But before, as usual:
Display Spoiler


From the community feedback shared months ago it was clear that the unit was in a very poor status. Basically, we had to either boost its antiarmour damage significantly in order to compete in peacekeepers with Sloops and SGRs, or we had to redesign them to allow them into Elder Service instead. The team decided to do the later, as we felt this would allow us for better unit differentiation and roles.

There were several criteria that were established so they could move out of Peacekeepers such as not being able to keep the entire package of poison, remain skirmishers and scouts within Elder Service. Something had to go.

We therefore looked for inspiration in the new background concepts for this unit; and there we found a golden mine. In the new background Grey Watchers are a kind of spies and special forces of the Highborn elves, with strong inclinations for sabotage operations.

So we started our work with that.
First, being spies as a concept hints towards having access to special deployment such as ambush or scout.
But at the same time our army is not supposed to excel at that, and thus moving the unit to elder service would make this worse.
We worked on finding a solution and a compromise was found: the unit would not have scout by default, and a 0-1 scout upgrade would be available.
We explored whether wizard conclave would be a fitting option, but it was deemed not appropriate to consider this option for this unit in the kind of update we were doing (may come back to it at full redesign either for this or other units)

Then we went into exploring the sabotage operations concept, and you can’t imagine the crazy ideas that were mentioned in the brainstorming activity: from grenades, to concepts of demolition and building bridges, traps, minefields, fortification of defenses, “shadow” cloaks, etc.

Out of all this concepts, there was one that finally resonated strongly within the team: Smoke arrows. The concept of the smoke arrows was so that it was impeding movement and vision of the enemy unit, which didn’t need to be wounded for the effect to trigger. And thus several ideas where proposed around “-1 to hit (ranged)”,”-1 to hit (combat)”, “Treat open terrain as Dangerous terrain test (1), and rest as DT(2)”, “-2 advance rate”, etc.

An initial proposal included the ranged penalty to hit and the Dangerous Terrain test feature. During the initial review, two actions where asked from us:
The Dangerous terrain test portion was not deemed appropriate, as the damage spike could be high and the design should be centered in high-utility low-damage, and we were asked for suitable alternatives
From an immersion point of view we needed to be able to justify why a unit would be affected by it after moving (the effect lasts 1 turn)
Thus we got back to do some reworks and we quickly found a very fitting alternate approach with “-1 to hit (combat and ranged)”, which more strongly adheres to the "protective" traits of the army around HbE having means to mitigate enemy damage.About the second mandate (immersion), the team decided to move away from the concept of the “smoke” as a vision-impeding screen and instead move towards the release and inhalation of a substance that affects enemies senses. And thus the Chloroform fumes where born (remember names are WIP).

So, without further ado, those are that changes to the unit:
Hide Spoiler

Grey Watchers:
Offensive and Defensive skill 4
Lose Scout as default and instead becomes 0-1 optional upgrade
Lose Bitter arrows and instead gains Chloroform fumes(*)
Gain Accurate
Unit becomes 0-2 per army
(*) Chloroform Fumes - Melee and ShootingThis Attack Attribute can only be used with Longbow and Paired Weapons.When a unit is hit by attacks with Chloroform Fumes, it must take a Resilience Test for each hit, using the Resilience that the largest fraction of models in the unit has (use the higher value in case of a tie). If one or more Resilience Tests are failed, all models in the unit are affected by the Chloroform Fumes until the start of the Active Player's next Player Turn. A model that is affected by (one or more) Chloroform Fumes suffers a -1 to-hit modifier (both for Shooting Attacks and Close Combat Attacks).

A Queen's companion may purchase Chloroform fumes + Scout but, in such case, may only deploy in units of GW (being the special forces boss!) to avoid situations where she could trigger the whole -1 to hit effect on his own from within another unit.
So, in the paragraphs above we have explained the design process from a Background Point of View (PoV). But, obviously, there is also a game-design intention that goes hand in hand with it. So, what did the task team intend to do with Grey Watchers throughout all this process?
As mentioned initially, we wanted to move them out of Peacekeepers (PK) so they could have a different role (PK is antiarmour and we already have 2 units for that)
Moving them to elder service introduced a new competition: Archers and Queen’s Guard. We wanted to design GW in a way that it didn’t overlap with those two units
As a result of that, we decided that we would turn GW into a unit that provides utility while QG remain the higher-damage unit. And when choosing about utility we had a clear objective in mind: further strengthen the concept of Highborn elves as the defensive elves, not in playstyle but in the ability to prevent damage. Based on this guidelines, the concept of the “-1 to hit” was born.The unit’s main purpose becomes, then, to trigger the protective effect rather than causing damage. And it is for that reason that the unit gained Accurate (more hits = more chance to trigger effect) but instead remained as S3 arrows (despite being a non-core unit)We believe this can offer great tactical uses and synergies within the army:
You can field a GW unit with paired weapons and use them close to your lines to countercharge and trigger the -1 effect in combat.
Or you can field them cheaper without paired weapons and use them in range to give a penalty to hit to those bow-orks who are just about to decimate at range your unit of Swordmasters
Or you can shoot at an organ gun/canon and give a little extra chance for your Griffons /Young Dragons / Dragons to survive.
The playtesting team have started using them in some lists and the feedback coming from the team is very possitive, in regards of being a fun-to play unit as well as providing some much needed synergies.

What do you think of the Grey Watchers redesign? We're very interested in knowing what you think

Raise thy Arrows!
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