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Ozerol Notna

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  1. On 5/21/2019 at 5:23 PM, The Undying Nephalim said:

    Hyrule's Spartans are ready:

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    Zalunbar, the God of Flesh
    A powerful Darknut warrior, Zalunbar was deified by his people and assumed control of the Legion nearly three thousand years prior. His unnaturally long life and apparent immortality ignited much fervor amongst his people and convinced many he was a true god. Zalunbar was utterly narcissistic and completely egocentric. Centuries of constant praise and worship has let his ego spiral completely out of control, and there are few who would dare question his godhood.

    Yaraxonal, the Glass Sage
    Yaraxonal was a former Sage of Hyrule, as well as leader and chief deity of the Darknut Legion prior to Zalunbar. Unknown to the Darknut populace, she was imprisoned in stone by Vaati and usurped by Zalunbar. For nearly three thousand years she faded from memory, using her powers as a Sage to reach out and send a message for help. As a Sage of Hyrule, Yaraxonal was an exception to the Legion’s no magic policy. She had command of the desert winds and would use them against enemies of the Legion. Despite her power and veneration as a god, Yaraxonal was rather humble and was responsible for expanding the Legion through diplomacy and assimilation rather than conquest.

    Senturon, the Black Knight
    Senturon served as one of Vaati’s enforcers during the ancient age of Hyrule. Seemingly unkillable, rumors began to build around Senturon that he had the power to raise himself from the dead. Regardless, he mercilessly carried out the orders of the Legion and completely drove the Wind Tribe from Hyrule. After nearly three thousand years, the name Senturon has been forgotten and the moniker of Black Knight has faded into legend. Still, there are some words spoken that this grim warrior still walks in the shadows of Hyrule and serves the Legion to this day.

    A former fanatic of Zalunbar, Alros fled into the Gerudo Desert after the fall of his former idol and abandoned the code of the Legion. After decades in sorrow, Alros regained his resolve and began amassing an army of mercenaries and fellow Darknut outcasts. For years he has ravaged the desert with his fellow reavers; his ultimate goal is nothing short of taking the Darknut throne and replacing Zalunbar as the living god of the Legion.

    Thralls were the lowest rung of Darknut society and were little more than slaves. Despite their low status they were well cared for, fed, and clothed, and at any time could challenge their master and escape their servitude. Those that did not remained lowly workers; gathering resources and building the impressive structures of the Legion.

    Molgera Grub
    Molgera were creatures of near legend status; many to the east doubted they even existed. With luck the Legion could tame a Molgera while it was still a grub, and used them in much the same way others tamed guard dogs. When these worms grew too old the Darknuts would have to release them back into the desert: an adult Molgera was impossibly large for even they to control. Molgera had an uncanny ability to sense the vibrations of anything around them, making it almost impossible to sneak up on one of these creatures.
    - Creature Scout unit
    - Decent Line of Sight
    - Can detect Camouflaged and Stealthed units

    These young and eager warriors had yet to become trained by the Legion, and therefore attempted to prove themselves as volunteer soldiers. Those that survived combat or showed exceptional skill would be adopted into the Legion without question. 
    - Citizen and Soldier unit
    - Very fast for a Darknut unit

    Darknut Hoplites were low level soldiers that only underwent minimal training as opposed to becoming a lifelong member of the Legion. Rather they served as city guards, national patrols, and emergency reinforcements to back up armies during wartime.
    - Citizen and Soldier unit
    - Anti Cavalry

    Ranged combat was expressly forbidden to any warrior who joined the Legion. Luckily, the civilian run garrisons and armies had no such taboo against attacking enemies from a distance. Peltast men and women were trained in lobbing javelins from incredible distances, serving as a powerful skirmisher.
    - Citizen and Soldier unit
    - Strong but short ranged attacking
    - Deals knockback on successful hit

    Small but very durable rams built by the Legion to tear down enemy walls. The metal plating of these engines made them extremely resistant to most ranged attacks, often forcing the enemy to halt them in a melee or bombard them with magics.
    - Citizen and Soldier unit
    - Very high armor stats for a siege engine

    Fokka Hypaspist
    These longtime Legion members that were assimilated into Darknut culture have lended their own breed of soldiers to the fray. The Fokka Hypaspist were extremely fast and could leap staggering distances. They were just as swift in a melee as well, swiping and countering enemy blows almost effortlessly.
    - Classified as a Mercenary unit
    - Extremely fast, can keep pace with most cavalry
    - Can leap over obstacles with impressive jump

    Mazura Hippikon
    The angry and stubborn Mazura, much like the Fokka, were highly valued soldiers in the legion because of their speed. While not as fast as the swift Fokka or most other cavalry, a Mazura Hippikon could nonetheless plow into enemy forces and cause havoc with their maces.
    - Classified as a Mercenary unit
    - Has all the traits of a Cavalry unit despite being an Infantry unit
    - Anti-Cavalry units cannot counter them

    Lynel Pride
    The notoriously violent and bloodthirsty Lynels have long been tied to the Darknut people. In more modern ages, they were the Legion’s favorite mercenaries. So often were Lynels hired and deployed with Legion forces that many of the Darknut’s enemies assumed they were members of the same empire.
    - Classified as a Mercenary unit
    - Fast moving Cavalry unit

    Developed by their Fokka allies, the Fokkalista was originally intended to launch supplies across the canyons and cliffs of their homeland. It was later converted into a mobile siege weapon, lobbing rocks and boulders great distances to shatter enemy fortifications and defenses.
    - Classified as a Mercenary unit
    - High damage and accurate Siege engine.
    - Long reload time and short range for a siege unit.

    The face of the Darknut armies, Legionaries tirelessly enforced the will of the Darknut people by defending against and conquering all enemies. Despite their size and power, Legionaries were actually the lowest rank of soldier in the Legion’s Code and had only undergone a year of formal training.  
    - Deals knockback damage
    - Can gain experience and level up like a Hero

    Doomkockers were large and powerful Darknut warriors, with many years of experience to their name. Wielding a giant mace and durable shield, Doomknockers would slowly and relentlessly march at their targets, shrugging off arrow fire without missing a beat. When in a melee they could pulverize and pummel just about any foe, even those with durable armor.
    - Extremely slow movement speed
    - Deals massive knockback damage
    - Can gain experience and level up like a Hero

    Jermafensers were some of the tallest and largest Darknuts in service of the Legion. Standing at nearly ten feet tall, these hulking behemoths slowly mustered their way into combat, effortlessly slicing apart anything smaller than themselves.
    - Small chance that a killing blow will deal no damage to the Jermafenser
    - Deals both knockback and splash damage
    - Can gain experience and level up like a Hero

    Short of Deities, the Rebonack were the most experienced soldiers in the entire Legion and perhaps some of their most terrifying warriors. Rebonacks rode on top of giant black horses that had for centuries been specially bred for size. Armed with a lance in one hand and a sword in the other, Rebonacks could knock down enemy soldiers with ease and lob the heads off of those that survived.
    - Slow moving but extremely powerful Cavalry unit
    - Attack has very long reach and deals knockback
    - Can gain experience and level up like a Hero

    Expert warriors and even better teachers, Dux were commanders that lead by example and raised generations of Darknut warriors. A lone Dux was often attached to scores of soldiers to not only to command them, but to show them how to become even better fighters.
    - Increases the rate of experience gain for units within its aura
    - Can gain experience and level up like a Hero

    Idol Throne
    A seat of power for the most idolized heroes of the Legion, these giant thrones are carried around the warzone by a horde of zealous Fanatics. Like living gods on earth, soldiers of the Legion are inspired into bravery and a frenzy by their presence.
    - Dramatically improves the performance of Darknut units within a large radius
    - Temporarily gives huge penalties to Darknut units within its aura if it is slain in battle

    Once loved and prized figures of the Legion, these magic users were imprisoned and slain during Zalunbar's takeover and ban on the use of sorcery. Many were sealed to their doom in Darknut tombs, while a few fled into the depths of the Gerudo Desert. On rare occasions they show up in the Legion army, perhaps to earn a pardon by those in charge.
    - Large Mage unit
    - Deals Fire damage with ranged attack
    - Can hover over any terrain

    A Unique unit that can only be trained by Zalunbar. The spawn and servants of the demon Vaati, Patra serve as the eyes of those in power of the Legion. Despite their size, Patra are infamous for their ability to hide and strike at enemies from the shadows.
    - Large flying creature unit
    - Has Camouflage
    - Can detect Camouflaged and Stealthed unit

    Glass Witch
    A Unique unit that can only be trained by Yaraxonal. A fringe convent of lady Darknuts known for their unmatched crafting of all manner of jewelry and stained glass. In a battle the Glass Witches toss razor sharp bolts of crystal at their enemies, shredding their armor and knocking them off their feet.
    - Ranged unit that deals extremely high pierce damage
    - Can target multiple units in one attack
    - Stuns enemy units

    A Unique unit that can only be trained by Senturon. Once high ranking generals in the Legion's army, the training of Legatus vanished from the ranks of their forces after Zalunbar's takeover. A fair number of these powerful warriors can still be found hidden in retirement or isolation of ruins across the desert, waiting only for the Legion to request their services once again.
    - Death blows so not kill Legatus, only break off a portion of their armor.
    - All armor must be removed by killing blows to slay the Legatus
    - Armor can be replaced at cost of Ore and Currency

    A Unique unit that can only be trained by Alros. Outcast Darknut warriors that have survived through raiding and theft in the Gerudo Desert. Reavers have abandoned the bulky armor of their brothers and instead rely on their incredible muscles and speed to survive. The Legion is willing to hire these warriors when the need arises.
    - Classified as a Mercenary unit
    - Fast movement speed for such a large unit
    - Can climb cliffs

    Vaati, the Wind Demon
    Once a member of the Minish race, Vaati encountered one of the ancient demons that ravaged primordial Hyrule and formed a pact with the beast. Granting him incredible power, Vaati eventually lost himself to the beast’s possession. Although no longer himself, the demon retained Vaati’s image, name, and personality as it set out to accomplish its goals in Hyrule. When exposed and under threat, the demon abandons his Vaati disguise and reveals his horrific bat-like form.
    - Huge flying Titan unit
    - Powerful ranged tornado attack that deals knockback in random directions
    - Can only be hit by ranged attacks

    Darknut RosterDarknut Heroes



    So how are the Immortals and Glass witches treated in modern Darknut society after Zalunbar got thrown off the balcony? Are they reintegrated or still outcasted? Are they even still around? How long do Darknuts naturally live?

  2. On 5/31/2019 at 10:36 PM, Gurken Khan said:

    Not sure what exactly you find dumb. For your question, I just looked at the Athenians and their bolt shooters have higher pierce armor than their triremes, so currently it's just the other way round than what you asked; since some units for example have 3x damage against horses I guess theoretically units could also get 0.5 against ships. But I don't know the technical limitations, e.g. of the templates. Maybe @Stan`would know more or who to ask.

    What I find dumb is that a man hurling a rock is able to demolish structures. If he was a troll throwing boulders I'd accept it, if he was slinging at a hut or a tent I'd also accept it, but throwing stones at a wooden house or gate to tear it down just feels wrong. 

    I was suggesting something along the lines of adding unit templates to damage types so that it goes up or down according to the receiver.


    "Unit" receives a 15 strong attack of "whatever" damage from "Some Enemy", but because "Some Enemy"s attack was classified an "Infantry" despite "Some Enemy" being a cavalry, then "Unit" receives less damage. One the other hand, "That Guy" deals the same amount of "whatever" damage but the attack has the "Siege" tag even though "That Guy" is a "Whosit" unit, therefore the "Siege" type is applied to the damage causing "Unit" to take "Siege" damage which he has no resistance to in-spite of the source not coming from a "Siege" unit.

    Of Course, this could be way too much work to implement so I understand if its not added in.

    • Like 1
  3. On 5/29/2019 at 11:26 PM, Gurken Khan said:

    Yes. Slingers for example do crush damage, which also makes them useful against buildings since they have less crush armor.



    Well that's pretty dumb. Do you think there'd be a way to seperate damage types based on units? Like having pierce dealt by infantry do less damage to a ship than a ballista?

  4. Excuse me, i'm having difficulty understanding the armor. As in which version of damage and armor is used. I haven't played in a while so I must ask, is there three types of damage and three types of armor, or is there only one damage and one armor that reduced said damage? If its the latter, how does that work for gameplay?

  5. This is my first time making a topic here I believe. Of course, my memory isn't exactly the best but lets not dwell on that. This here is a place to throw up concepts and ideas for all to see for review, constructive criticism, and inspiration. Perhaps even garner support for someone to aid in making the mod a reality. Mods can be either implementing your favorite franchises into the game to duke it out (example Warhammer vs Warcraft), to suggestions for gameplay elements for other people to use, or even concepts you've conjured in your Original Setting that you have in your head.





    Here's something I conjured up from my brain one day while I was bored.


    Inserting one or more well known franchises into the game for the purpose of commanding them into battle.

    Factions: Alternate Universe Versions of both Alliance of Azeroth and Empire of Man. This is done to avoid connections with bad canon writing as well as explaining game-play balance.

    Excuse Plot: A series of Eldritch Cities fall from the sky crash down onto the earth with not even a scratch, killing anyone that were underneath them. Deep into the 'hearts' of these nigh indestructible settlements are trans-dimensional portals to an alien world filled to the brim with riches and danger in equal measure. Armies are mustered and sent in to exploit these resources in order to provide for the war effort back home, perhaps even gaining new allies and broadening their knowledge. However, not only are the natives hostile to these newcomers, it seems that their world isn't the only one connected to this new realm. It also appears that these strangers are willing to share with those so different from them.

    Gameplay styles:

    Alliance and Empire are both Generalist Factions and will both use faction leaders akin to Hyrule Conquest for variety of playstyle. To understand any differences between the two, I'll first speak of individual unit similarities of the Footman and the Imperial Swordsman.

    Similarities: Both use swords, both are human, both are melee.

    Now onto the differences:


    More health, deals crush and hack damage, better chance at deflecting arrows with his shield. Armor is high against hack, decent vs pierce, poor vs crush. Strong but unskilled. Becomes tankier somewhat when supported by other footmen.


    More expensive. Deals pierce, hack, and crush damage. Moves and Attacks faster. Higher chance to block and hit in melee. Has a chance to damage opponent with a successful parry. Anti-infantry role. Bonus vs spears and polearms. Light armor in all aspects.

    In a duel, the swordsman would win most of the time due to being better at dealing and avoiding damage. However, in groups the footmen have a higher survival rate, primarily because front-line duty is what they excel at. The Swordsman is meant to be a versatile anti-infantry unit with a slant towards flanking. The front-line Imperial Unit are the Spearmen; shielded variants are better at defence while the two handed spears have better attack stats, both variants have light or medium armor against hack, pierce, and smash. Alliance have no spear options outside of the elves who can only be trained at an elven equivalent of a barracks, same situation with the dwarves and various other races save for the basic barracks building which provides one of each race for the early game. However, the Alliance gains bonuses from interracial formations.

    In short, Alliance units give bonuses to friendlies that are either of the same unit or of a different race, combat roles focus on diversity of species. Empire gives bonuses to those of different units, combat roles focus more on weapons and armor instead of race.

    Gameplay Stages:




    Early game Alliance is focused on the defensive, using human footmen to absorb damage and prevent ranged missiles from hitting nearby allies whilst the dwarves use their rifled-blunder-long-muskets to shoot shrapnel slugs or whatever at close range so as to distract the enemy from the panther riders who will then throw their Frisbees of death from the flanks. Late game becomes advanced powerhouse with their expensive and advanced magitek war machines. Leaders mostly buff members of their respective race with few global bonuses to their army. Leaders are the Human Sorcerer, Draenei Paladin, Gnomish Tinkerer, and Night Elf Druid.



    A hodgepodge of different nations united by shared beliefs, language, culture, and need for survival. Strength through diversity and numbers is key to victory whether early, mid, or late game in order to make up for individual weaknesses and relative frailty. It is through combined arms that they prevail with less losses than could be expected. However, Imperial Politics means that choosing one hero to lead will result in locking out certain units from the roster. This is offset by gaining bonuses to others while getting exlusive units as well. IE; the Ulrician Warrior Priest cannot use any ranged unit other than archers and huntsmen, but buffs melee stats of infantry and cavalry across the army as well as unlocking some more 'colorful' soldiers. Imperial Engineer locks out various melee troops as well as the crossmowmen and archers, but allows better technologically advanced units and improves current ones. Heroes are the Empire Captain, Imperial Engineer, Sigmarite Matriarch, and Ulrician Warrior Priest.



    If you have Ideas for the modding community to use or make, pitch them here for inspiration or review. If you like an Idea, be sure to click the heart of the post and copy past it into your computer just in case.


    • Like 4
  6. 11 hours ago, The Undying Nephalim said:

    Unit experience is disabled at the moment. Hero abilities are also disabled until a functional system is working in the engine. At the moment only aura based abilities and some hacky stuff is possible.

    What about dodging and stuff?

    Can there be a system like Total War Warhammer with melee attack and melee defence?

  7. I just visited Hyrule Conquest and checked for any changes that you may not have posted here yet. I noticed Tokay Fodder are back in, with tokay slaves being turned into a civilian unit.

    I understand why the Regime wouldn't want to dirty their hands with construction and harvesting, as well as why they don't want to get shot or stabbed. But cant the Tokay fodder be given some means to defend themselves along with their shields? Like the spears the slaves carry? The slaves are a purely civilian unit now right? So that means that they don't need the spears anymore, and the Fodder can hold the line and keep their masters safe a lot longer if they can strike back.

  8. On 1/5/2018 at 10:01 AM, The Undying Nephalim said:

    This is why I made them fields and have them generate food on their own: the AI simply runs out of food and fails to do anything. It's the same thing with the Goron mines, I specifcally want workers to garrison inside the mines to collect food but the AI doesnt seem to be able to handle it, so I had to turn them into farms.

    Can this can be fixed? Having the miners garrison the structures for income is an interesting mechanic.


    On 1/5/2018 at 10:01 AM, The Undying Nephalim said:

    Some unit roles still depend on features that are not in the engine yet like Stealth, Knockback, Critical Hits, etc.

    All these are good features, I hope these get added soon.


    I know I've asked this before but how are mercenaries going to work in the game?

    How does armor and damage work? I don't quite get the mechanics. Does it work as damage minus the product of damage multiplied by 0.(armor) or is it damage minus armor?

  9. How are you going to Implement Mercenaries btw?

    Are they all going to come from a single npc building on the map or are they going to divided into different groups, each with its own structure, and each of which are available only on certain maps/biomes/whatever.


    Shrine of Shadows (or some other edgelord foreboding name): Trains and recruits Stalchildren, Gibdos, and Deadhands and maybe researches things that benefit these units and probably even the owner faction, but only if they are a shadow faction.

    1. Stalchildren: Large numbers, expendable, and small chance to come back after death on the spot after short delay.
    2. Gibdos: Durable and expendable meatshields, weak attack and slow. Can you please make them have an aura that weakens enemy units offense/defense or something?
    3. Deadhands: Very durable, slow, and slows down enemies in its radius, please give it an ability to cause hands spout from the ground elsewhere as a ranged area of effect and debilitate enemies.


    Keaton Cartel Hideout: Can be upgraded from hideout -> base -> blackmarket ( you could name it stronghold), provides recruitment for various Keaton units and can function like a market but with a benefit/detriment system. As in you set a resource you want and half of the resources your workers deposit and convert it to the desired resource but you only get half for what you spent or something. Maybe even an ability to distribute drugs that enhance the performance for your units at the cost of slowly losing health until you turn it off.

    1. Highwayman: Fast, Stealthy, skilled at parrying, can cause critical hits on occasion and be upgraded with small shields for better parrying and minor resistance to arrows. Stealth detectors and attacking can reveal them. 
    2. Marksman: Fast, Stealthy, can shoot while stealthed, stealth detectors can reveal them.
    3. Saboteur: Fast, Stealthy, volatile concussions and be thrown at units and building, breaking stealth and causing death and panic, or can be silently planted on buildings and siege weapons for a timed explosion causes greater damage to the target and surrounding units/ buildings, friend and foe.

    Personal Unit Suggestions:

    1. Poacher: Longbow units with stealth, fast firing rate, longer range, and slight armor piercing. Can harvest meat. Do extra damage against various beast and cavalry units.
    2. Assassin: Fast, stealthy melee expert that can enter enemy buildings to kill the garrison. Chance to get killed by the garrison instead. Veterancy decreases that chance.

    Hylian Mercenary Den:  Trains mercenary variants of Hyrule low tier infantry, these units are slightly cheaper and and faster to recruit but at the cost of not being as good as their non-loyal counterparts but maybe with abilities to make up for it.

    1. Hylian Sellsword: A lesser cheaper version of Kingdom Infantry, faster movement and maybe stealth.
    2. Hylian Arbalest: More powerful attack and increased range than the vanilla counterpart, compensated by slower firing speed, slower movement and less armored.
    3. Hylian Raider: Kingdom Cavalry with decreased stats in all areas except movement, which is improved. Maybe also fire a weak shortbow.
    • Like 1
  10. Dear Undying Nephilim,


    I'm a big fan of your work, I bought Medieval 2 for the sole purpose of installing your mod. Sure you may have released your announcement for 0 AD conversion soon after, but I don't blame you. After all, Medieval 2 is still a pretty fun game and I was never able to install the mod due to technical issues. Although I don't have the demo for Hyrule Conquest, as I would like to play it without fear of bugs or of the installation of the mod causing crashes due to my unfamiliarity with modding, I would like to make any contributions to this project as I can.

     Have you heard of Shadiversity? He is a real world historical weapons and armor enthusiast and has made, for fun, several videos about fantasy creatures and what real world weapons and armor would they would most likely use due to their anatomy. Maybe you can use this info to enhance gameplay?

    Here's an example that you could use for the Zora:

     And fairies


    • Like 1
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