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Posts from New race – Outcasts.

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A contest was announced and completed on the Nival website a long time ago. The contest involved creating your own race, with 7 types of units with upgrades, and a flag. I have almost finished my race. I'm submitting it for discussion: The Outcasts 1. Refugees Peasants who refused to pay taxes and fight were forced to flee into the depths of forests, not even inhabited by elves. There, they formed camps and try to defend themselves from unwanted guests. Attack - 1. Defense - 1. Damage - 2-4. Hit Points - 5. Speed - 5. Luck, Morale - 0. Range, Mana - None. 2. Trained Refugees. Some of the refugees stumbled upon the homes of warriors, who taught them how to wield a sword. Attack - 2. Defense - 1. Damage - 3-5. Hit Points - 8. Speed - 5. Luck, Morale - 0. Range, Mana - None. Stunning Strike 3. Wind Chasers. Those who danced with death and sided with Agrael were exiled. In the forests beyond Iroldan, they organized their own city and called themselves "Wind Chasers." Attack - 5. Defense - 6. Damage - 5-10. Hit Points - 12. Speed - 7. Luck, Morale - 0. Range, Mana - None. Lightning Attack 4. Light Chasers. Wind Chasers who distinguished themselves in battles became known as Light Chasers. Light Chasers are capable of frightening their opponents with their unexpected attack. Attack - 7. Defense - 7. Damage - 9-12. Hit Points - 14. Speed - 7. Luck, Morale - 0. Mana, Range - None. Stunning Strike 5. Hawk Riders. High in the mountains live huge hawks. Exiled dwarves tamed these birds and began to use them for devastating raids to sustain their existence. Attack - 7. Defense - 9. Damage - 10-14. Hit Points - 25. Speed - 7. Morale, Luck - 0. Range, Mana - None. Hawk Strike, Large Creature 6. Eagle Riders. Even higher than the hawks live proud, huge eagles. Taming them is incredibly difficult, but the dwarves who succeeded became almost invincible. Attack - 10. Defense - 10. Damage - 12-17. Hit Points - 30. Speed - 8. Morale, Luck - 0. Mana, Range - None. Strike from the Heavens, Large Creature, Invulnerability. 7. Bishops. After the defeat of the false-Isabelle, her remaining priests were forced to flee. The Bishops reunited in a single camp and began to learn how to survive in the mountains, and they succeeded. Together with the Hawk and Eagle Riders, they successfully survive in the harsh climate and against enemies. Attack - 12. Defense - 11. Damage - 12-15. Hit Points - 35. Speed - 4. Morale, Luck - 0. Range - Half. Mana - 20. Spellcaster: Divine Power, Stone Skin, Repelling Strike, Dodge; No penalty in melee combat. 8. Archbishops. The most outstanding of the Bishops proclaimed themselves Archbishops. Through their efforts, they acquired new spells and keep the other Bishops in fear. Attack - 12. Defense - 12. Damage - 14-18. Hit Points - 45. Speed - 5. Luck, Morale - 0. Mana - 30. Range - Half. Spellcaster: Divine Power, Repelling Strike, Stone Skin, Dodge, Anti-Magic, Dispel, Weaken, Feeblemind, Blindness, Lightning, Fireball; No penalty in melee combat. I present all of this for discussion. You can change anything except the names, and only in your posts. Levels 5, 6, and 7, as well as the description and cost, will be added later.
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I noticed that all creatures have a very high damage/hit point ratio and there are no ranged units, which is a weakness. However, creatures of levels 5-7 can be stronger and this can be compensated for, for example, by their cost or number, which will be a unique feature: they can be easily taken down from a distance, but once they get close, they become a real threat.

Addition:
a speed of 7 for units that are supposed to outrun light units is too low.
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and why is this **here**? There is a special section for this, called "new ideas".
Первый, кто был забанен за Правду.
In reply to Loken
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Hmm... I think gathering creatures from different towns into one castle (a little bit from each) isn't the best idea, considering that they don't differ much in their stats...
And five units don't make a race...
Tomorrow holds no promises
Except the ones we've made
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"Hang in there, little one...", (c) Me, after defeating the "underdeveloped" faction. Actually, it's not that bad. The gameplay mechanics are useful. But a level 1 unit with 2-4 damage... And the justification for the upgrade... So, on Ashan, for every 2-3 meters, there's a warrior eager to "for free" train a rebel in sword fighting? Furthermore, there's no alternative. Well, that's forgivable. But it would be better to add... And here's the ideological and logical platform of the race... pardon me, but it can't withstand even a single focused look. After that, there are only questions. There's time until Wednesday to finish writing and address the logical inconsistencies, and then I'll come with criticism :-). "I'm not strict. I just call a cat a cat." (c) Me, in response to accusations of being strict. The race is good. But it's not fully developed. Therefore, we're waiting for the complete concept.




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
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And the justification for the upgrade... So, on Ashan, for every 2-3 meters, there's a warrior eager to "for free" teach a rebel, essentially, how to wield a sword?
Well, I wouldn't say that... Let's say some refugees stumbled upon this house, and then they taught the others, and where does it say it's "for free"?
But the idea is good, it would be better to have one outcast for each of the factions so they don't repeat. Although then you'd have to exclude someone...
In reply to Saruman
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Saruman;192653
Well, I wouldn't say that... Let's say some refugees stumbled upon this house, and then they taught the others, and where does it say that it was "for free"?
Besides, the idea is not bad, but it would be better to have one outcast for each of the factions so that they don't repeat. Although then you would have to exclude someone...
You can exclude Demons and Undead; I think that's the most logical solution.
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Here's what I came up with (or rather, I fleshed out Gilraen's idea): 1A. Refugees (Refugee Camp) The peasants who refused to pay taxes and fight were forced to flee into the depths of the forests, not even inhabited by elves. There, they formed camps and try to defend themselves from unwanted guests. 1B. Trained Refugees (Refugee Village) Some of the refugees stumbled upon the homes of warriors, who taught them how to wield a sword. 1C. Skilled Refugees. Some of the peasants knew how to forge armor, and therefore they could make weapons and armor for themselves. 2A. Wind Runners (Forest Arena) Those who danced with death and sided with Agrael were exiled. In the forests beyond Irolan, they organized their city and called themselves "Wind Runners." 2B. Sound Runners (Great Arena) If the Wind Runners were skilled and quick with their blades, they could call themselves Sound Runners. 2C. Light Runners. Those Wind Runners who distinguished themselves in battles became known as Light Runners. Light Runners are capable of frightening their opponents with their unexpected attack. 3A. Free Specters (Abandoned Tree) Specters are tireless spirits, doomed to serve the Necromancer forever, but some of them broke free from their chains and flew deep into the forest, where they have lived in old, rotting trees for a long time. 3B. Ancient Specters (Rotten Tree) Some of the specters have lived in the forests for a long time, frightening the peaceful inhabitants. 3C. Spirits of Fallen Soldiers (Rotten Tree) After the battle, the spirits of the fallen soldiers rose from their bodies and flew deep into the forest. With their chilling touch, these spirits can drain all the mana from their opponents and use it to restore themselves. 4A. Hawk Riders (Nests in the Mountains) High in the mountains live huge hawks. Exiled dwarves tamed these birds and began to launch devastating raids to prolong their existence. 4B. Eagle Riders (Nests on the Cliffs) Even higher than the hawks live proud, huge eagles. It is incredibly difficult to tame them, but those dwarves who succeeded became almost invincible. 4C. Falcon Riders. Falcons are free birds, so it is very difficult to tame them, but the bravest dwarves managed to do it! 5A. Extinguished Imps (Imp Cave) Some of the imps went deep into the forest, where they lost all their fiery power, but gained immense strength. 5B. Extinguished Fiends (Black Cave). Some of the fiends went deep into the forest, where they lost all their fiery power, but gained immense strength and the ability to blind or even kill the enemy with their ashes. 5C. Extinguished Demons (Black Cave) Some of the demons went deep into the forest, where they lost all their fiery power, but gained immense strength and became almost invincible. 6A. Escaped Colossi (Thunder Lair) Not all colossi wanted to obey the mages who summoned them, so they went deep into the forest. 6B. Escaped Giants (Storm Lair). Not all giants wanted to obey the mages who summoned them, so they went deep into the forest. 6C. Escaped Titans (Storm Lair). Not all titans wanted to obey the mages who summoned them, so they went deep into the forest. 7A. Exhausted Cyclops. Some cyclops could not withstand the terrible conditions of slavery and, already almost exhausted, fled into the forest. 7B. Cyclops Slaves. When people enslaved orcs, some of the cyclops killed the guards and fled deep into the forest. 7C. Evil Cyclops. Cyclops who wanted to gain freedom became enraged and disappeared into the forest thickets.
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What a popular forest, everyone is rushing there! I'm afraid there won't be enough space for the Sylvan elves soon, if creatures from all over the world keep running there!
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ghosts, damn it!
ghosts are just formulas.

..why aren't there sparrow riders?
why did the Inferno units suddenly become level 5?
6A. Runaway Colossi. (Thunder Lair)
Not all colossi wanted to obey the mages who summoned them, so they went deep into the forest.
6B. Runaway Giants. (Storm Lair).
Not all giants wanted to obey the mages who summoned them, so they went deep into the forest.
6C. Runaway Titans. (Storm Lair).
Not all titans wanted to obey the mages who summoned them, so they went deep into the forest.
this is just copy-paste.
and the whole so-called "race" is just one copy-paste.
runaway cyclops, runaway golems, runaway slaves, runaway janitors, etc, etc.
5A. Extinguished Imps. (Imp Cave)
Some of the imps went deep into the forest, where they lost all their fire power, but gained immense strength.
5B. Extinguished Devils. (Black Cave).
Some of the devils went deep into the forest, where they lost all their fire power, but gained immense strength and the ability to blind or even kill the enemy with their ashes.
5C. Extinguished Demons. (Black Cave)
Some of the demons went deep into the forest, where they lost all their fire power, but gained immense strength and became virtually invincible.
5D - Extinguished Demon Lords (Hell Cave)
some of the demon lords went deep into the forest, where they lost all their fire power, but gained immense strength (why?) and gained the ability "to win".
If the Wind Riders were good and quick with their blades, they could call themselves Sound Riders.
how nice, I can call myself a Sound Rider too.

stop creating this nonsense! an idea needs to be brought to completion before it is put on public display! my eyes are already tired of stupid unfinished works, half-baked ideas, and other depressing, stale content!
Первый, кто был забанен за Правду.
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I actually like the idea itself. Representatives of many races, who have been humiliated, offended, and ultimately exiled, unite. But why is this even necessary? Why did they unite, and what goals do they pursue? Each race should have its own ideology. That was the principle behind creating the races in the 5th installment; it's not a zoo of fantastical animals and humanoids. Personally, for me, a well-crafted and interesting story about the origin of a race is much more interesting and important than a collection of creatures conjured up out of thin air, and that's exactly what you see in this section lately. And, naturally, among fans of the Heroes series (of which there are many here), this evokes nothing but a smile and a barrage of criticism. ______________________________ But let's get back to the "Outcasts" race. In reality, choosing a habitat for the race is very difficult; all regions of Ashan have their own individual rulers. However, outcasts are outcasts, and they would clearly be more comfortable staying away from their once-native lands. Let's say they settled in the eastern part of Ashan, not far from the Free Cities of the East and on the western outskirts of Ranar. Since the Outcasts are not numerous enough and, for now, not organized enough to create an entire kingdom, they don't attract undue attention from the Free Cities and the Great Horde and only occasionally participate in minor skirmishes with their neighbors at the behest of the power-hungry barons of the Free Cities or the overly aggressive and arrogant orcs. In general, these are pleasant conditions for existence, a lack of need for a huge army, and a peaceful life. It would seem, what more could they need? However, this was only true at the beginning of the union of the exiles. As they grew stronger and realized their potential, they decided to take revenge on all those who had wronged them, who had laughed at them. A regular army was created. But neither the number nor the quality of weapons were on the side of the outcasts, so they had to resort to cunning to achieve justice; the strikes had to be swift and precise. They actively recruited influential people, used bribery, and paid great attention to reconnaissance to gain a decisive advantage in their next raid. The essence of the revenge was not in the complete genocide of specific races, but in creating chaos, anarchy in the kingdom, panic, and constant fear among the civilian population, as well as the death of specific representatives of the race who played an important role in the exile of the avengers. ______________________________ This is, if you will, the "current state of affairs"; the current goals of the race are my vision, as well as an example (perhaps not the best, but at least something) of how it should look for any race that is not created by rewriting from a crumpled piece of paper in 10 minutes or coming up with it on the fly (in the same 10 minutes). As for the composition of the race, it is clear that humans, dwarves, and mages predominate there. I suggest abandoning the idea of elves, since there are already outcasts among them – the dark elves. And I don't want to give elves another race (or rather, its part), they already have enough. Making exiled undead and demons is also not an option; this has already been mentioned. For the 7th level, you can put not an exiled creature, but simply some kind of beast that has been tamed by the Outcasts. Perhaps it would even make sense to fill the 1st and 3rd levels with such creatures. Those who are not lazy can, of course, also think about this. The only thing is to make everything logical and well-designed, and also to create a sense of a single, albeit mixed, race – this is very, very difficult. For clarity, pictures or drawings by the author of the race are needed. Otherwise, no one will understand exactly what (or who) the author wanted to depict. And, frankly, I think many people are already tired of reading texts. But, by working hard and using your imagination, you can really surprise people and make a good impression on the forum members. This is much better than repeatedly releasing trash that no one wants to read; they just want to scroll through the page quickly and read the humorous comments, and there are plenty of jokers on the forum.
O God of Earth and Altar,
Bow down and hear our cry,
Our earthly rulers falter,
Our people drift and die,
The walls of gold entomb us,
The swords of scorn divide,
Take not thy thunder from us,
Take away our pride.


G.K. Chesterton: English Hymnal
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In general, it's an interesting race, but it's unlikely to be useful as a faction... For that, there's the refugee camp, and you could even add a refugee town where they would live... BUT they can't be a faction; they don't have a hero, etc. Otherwise, it would be nonsense...

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