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![]() A sneak-peak at some of the many WIP NPC and hero units. In addition to the vast number of military units available to each race, Dawn of Fantasy features a hero unit to lead your troops, as well as several NPC merchants, advisors, and lords to assist in your journey. Heroes can be used to interact with NPCs (non-player characters), and can be revived at your Homeland if seriously injured. Currently, these units are still in development but more information will be revealed once they have been implemented. [From left to right: Sir Lomad, lord of Darssen; Mercenary Captain/Merchant; Player Hero, equipped with a bow] Fantasy Friday A (Semi-) Comprehensive Reference to the Human Army Welcome back lords and ladies Mythador! Today, Reverie World is excited to show off the diverse human units that will make up a Terian city-state. ![]() Unit costs and abilities are subject to change. Additional units are currently in development, and will be included either in the shipped version or in an early DLC pack - these units will be showncased separately once completed. Human Units Archer - A basic ranged unit essential for stronghold defenses. Archers are great against distant enemies, other archers, and light infantry but weak against cavalry and melee combat. Archers cost 250 food and 220 wood, and can be trained from Archery Ranges.Unique Abilities:Enfilade – At this command, your archers will plant spikes into the ground, increasing defense but removing mobility.Available Formations: Battering Ram - A heavy siege unit capable of breaking down enemy gates. Rams can take a lot of damage, but should still be protected before being tasked. Rams can be built from the Siege Workshop for 125 wood and 50 gold. Belfry - These mobile siege towers can provide quick entrance into an enemy city, but they are slow and smart players will usually have their archers destroy oncoming siege towers long before they ever reach their walls. It is highly recommended to scatter melee units all along your walls in case an enemy siege tower does reach the wall. These melee units can hold off the attackers, or at least protect your archers while they shoot down the tower. Belfries can be trained from the Siege Workshop for 220 wood. Cavalier - Cavalry units that can trample unprotected infantry and archers. Cavaliers are great against archers and ambushed infantry, and mediocre against other cavalry. They can be trained from the Stable for 450 food and 325 gold.Unique Abilities:Heal – Heals up to 2000 battalion hitpoints at the cost of 95 stamina.Available Formations:Line – This orderly formation turns cavalry into a lethal fighting force with great slaying power in melee combat. Most effective against melee units. Accuracy, defense, and damage are increased, while speed and trample damage are decreased. Crossbowman - A ranged unit that fires heavy bolts that penetrate heavy armor and deal significant damage. They are best against armored and monster units. Due to their rate of fire, they are weak against lightly armored troops compared to regular archers and have a shorter effective range. They can be trained at the Archery Range for 210 food, 150 wood, and 150 gold.Available Formations:Line – An orderly formation designed to capitalize on the strengths of ranged units. While in this formation, range and damage is increased, while speed is decreased. Most effective against other ranged units. Escalade - A siege ladder that functions similarly to the Belfry, but is cheaper, less durable, and more mobile. Attacking armies should come prepared with plenty of siege ladders as they are easy to destroy, but can greatly alter the battle if successful in connecting to the enemy walls. Escalades can be built from the Siege Workshop for 60 wood. Halberdier - A halberd-wielding infantry unit that is great against cavalry and large monster units. Weak against archers, and mediocre against other infantry. Halberdiers can be trained from the Barracks for 325 food and 125 wood.Available Formations:Line – A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased. Horse Cart - Horse Carts are used as mobile collection points to assist in resource gathering. They can be also used to transport large amounts of resources for trade between towns, although trade envoys should always be well protected by other units in your traveling army. Horse Carts can be built from the Town Hall for 140 food and 160 wood. Knight - An elite heavy infantry unit clad in extremely heavy armor. Knights are extensively trained, and represent the pinnacle of man's military might. They are effective against all units but very expensive. Knight battalions are smaller and slower than other battalions, leaving knights unable to chase other units. Knights can be trained from the Barracks for 350 food and 425 gold.Unique Abilities:Pray – Heals up to 120 hitpoints of nearby allies at the cost of 80 stamina. Knights cannot move or attack for the duration of their prayer (5 seconds).Available Formations:Line – A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased. Maceman - An affordable infantry unit that is great against infantry but weak against archers and cavalry. Macemen can be trained for 165 food and 100 gold from the Barracks.Available Formations:Line – A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased. Mounted Knight - An extremely heavy-armored elite unit mounted on an armored horse. Mounted Knights are Teria's best cavalry. They are mediocre against pike weapons, but great against archers and effective against all other units. Mounted Knights can be trained from the Stable for 500 food and 750 gold.Unique Abilities:Heal – Heals up to 2000 battalion hitpoints at the cost of 95 stamina.Available Formations:Line – This orderly formation turns cavalry into a lethal fighting force with great slaying power in melee combat. Most effective against melee units. Accuracy, defense, and damage are increased, while speed and trample damage are decreased. Peasant - The basic gatherer/worker unit. Peasants can chop wood, mine stone and gold, gather berries, harvest wheat from mills, hunt, and slaughter livestock. In addition, they can loot resources from fallen corpses and fight wildfires, using your well's water supply. Peasants are essential economic units, but very weak in combat. They can be trained from either the Town Hall or the Storehouse for 180 food. Swordsman - A heavy infantry unit carrying a sword and a shield. Swordsmen are great against archers and good against other infantry and monsters. They are mediocre against cavalry. Swordsmen can be trained from the Barracks for 200 food and 350 gold.Unique Abilities:Shield Wall – Swordsmen will hide behind their shield, increasing their armor at the cost of reduced speed.Available Formations:Line – A slow, powerful formation that maximizes combat effectiveness. Effective against melee units. Accuracy and damage are increased, while speed is decreased. Trebuchet - A long-ranged siege weapon that hurls stones into enemy battalions and buildings. Trebuchets have long reload times and are highly inaccurate, but boast unrivaled damage. Projectiles cost stone to fire.Unique Abilities:Attack Ground – Task a trebuchet to attack a targeted area. Ideal for players anticipating enemy movement. Wizard - A human spell-caster capable of unleashing the power of the elements on unsuspecting enemies. More information on magic and wizards will be revealed at a later date.
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Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! Last edited by Alex Walz : 03-05-2011 at 03:29 PM. |
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Thanks for the info. Human are the most balance out of all. Seem like the game is similar to others games like Age of Empire , Total War etc..but yet different in many points. Anyways, the smartest person with smartest strategy will win
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#3
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Yup, humans are the most balanced and generic. Orcs are typically seen as offensive, and Elves are defensive. But with the right strategies, races can be played any way.
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Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#4
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Nice nice nice !!! Nice Units cant wait to build up AND SEE THEM FIGHT !!!!!!!
In a other thread we talked about can Cav run over inf ( not pikes/hellas) like in BFME ? |
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its amazing
regards from spain!! |
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Quote:
Also, both Archers and Halberdiers share the "unique" formation Skirmish, albeit both are actually different. I think Halberdiers need a new name for their formation. Otherwise, nice. Especially nice to see that you're keeping magic still somewhat under wraps .
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There is a wealth of old topics with useful and unique information - your question may already have been answered! Last edited by Puppeteer : 03-05-2011 at 03:14 PM. Reason: Spelling |
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#7
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And with siege towers, it just goes back to our main goal of keeping gameplay at the highest priority. It will take a lot of arrows to shoot one down, but eventually they will be able to. Fire arrows, crossbolts, and heavy siege projectils certainly speed up the process.
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Alex Walz | Assistant Producer & Publicist of Reverie World Studios, INC. Follow us on Twitter! Fan us on Facebook! |
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#8
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That's fair enough, otherwise it would be impossible to take down siege towers. I'd love to see a siege tower on fire rolling forward in a siege, only to crumble as the timbers snap right at the base wall. Once on fire, do siege towers/wooden siege units stay on fire? Smoking I reckon one boulder from a trebuchet would knock it down though! That is - one boulder from either defenders or attackers. Can't be careless where you're aiming.
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There is a wealth of old topics with useful and unique information - your question may already have been answered! |
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#9
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Yeah I always enjoyed the sight of my enemies siege towers bursting into flames in RTW as they rolled up to the walls only to collapse once they got there.
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When I'm not in my right mind my left gets kind of crowded. |
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Looking good... I just have one question. I see that the humans have some units that can self heal. I'm just wondering if there will be any dedicated healer units sort of like the medics in SC 2 where they automatically heal damaged units.
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