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3 hours ago, wowgetoffyourcellphone said:

Honest question: Why bother for Alpha 24 when feature freeze for A25 is in 1 month? :)

Imagine you'd have to do the A23 -A25 leap alone with  custom js components remplates and AI. 

Without intermediate steps it's nearly impossible to test things still work.

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The Stalfos

 

 

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The word Stalfos has its etymology in the ancient Akkalan language, and refers to bones of once living creatures. In modern times the term is applied loosly to almost any undead abomination and monstrosity. As a political entity, the identity of the Stalfos has changed just as dramatically as all the kingdoms that have risen and fallen across the history of Hyrule: due in part to the undead being the servants of many fighting lords and necromatic powers. 

HISTORY

The origins of the rituals and practice of animated skeletons is lost to time. Many Hylian scholars agree that necromancy had its origins west of the Gerudo desert at a time when dragons still ravaged the land. In the ancient lore of the Gerudo and Akkalans, necromancy was common practice during the Ancient Age in the far west of Hyrule. The Kingdom of Ikana and Cobble Kingdoms were famously destroyed during the height of their necromancy practices. Many cults to the forgotten god Mudora practiced necromancy rituals deep in the Gerudo Desert. After King Nohans' conquest of Hyrule, the Ancient Akkalans enforced a complete ban on all forms of necromancy and thus the practice faded for hundreds, if not thousands of years. Petty necromancers and Gerudo Kings have occasionally tried to revive the practice over the centuries, with little luck.

In modern times there have been stories of Stalfos appearing in larger numbers than was usual. Whispers of necromantic powers returning the Hyrule are not uncommon. Indeed, there are forces at work that wish to revive the long forgotten arts of cheating death.

NECROMANCERS

Without a master, most undead simply wander without any clear objective. Shambling Stalfos and ReDead zombies can be found aimless in the darkest corners of Hyrule, remnants of a long gone necromantic age. Should these horrors ever fall under the power of a necromancer or mage with enough skill, they could be used to wreck untold havoc on the world as a fearless horde of soldiers that feel no pain and no remorse.

PLAYSTYLE

The Stalfos have a very distinct gameplay structure that deviates from many other factions. The Stalfos are not creative by nature, and cannot construct new buildings or train new units. Rather they can only transform dead material into what they currently need. In terms of structures, the Stalfos must capture pre-existing ruins on a map and by ritual transform them into the buildings they need.

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Should there be too few ruins for their purposes, the Stalfos can expend many Rupees to unearth a new set of ruins at a target location. Once these ruins have been dug up to the surface of Hyrule they can convert them into the structures that they require.

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As for Stalfos units, they accomplish expanding their army by collecting the corpses of their victims and converting them into the forms they need for battle. This is represented by the "Bone" resource, which replaces food. Bones can be harvested from any dead organic creature, as well as graves found on some maps. If a Stalfos player has a unit that can directly raise the dead, they can instead instantly turn corpses into new units.

For more details on the Stalfos Heroes and their unit roster, check out the spoiler below:

 

HEROES

Spoiler

Dampé

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First Appearance - Ocarina of Time

Dampé has gone long unnoticed in Hyrule, serving as an undertaker based in Kakariko Village. While his services have been respected for most of his life, across the decades he has been suspected of and blamed for the increasing appearance of Stalchildren around Hyrule. He denies these accusations... or at least the malevolent intentions implied in them.

Dampé provides the following bonuses:

Gravedigger

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- Graveyards, Cemeteries, and Tombs create an additional corpse.

Companionship

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- Stalchildren Battalion size is increased by 1.

Refined Skeletal Legs

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- Stalchildren move 25% faster.

 

Gabora

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First Appearance - Majora's Mask

Legend has it that those seeking the perfect sword must venture to the dead and pay tribute to the greatest blacksmith who ever lived. In life Gabora and his partner Zubora had earned that reputation, a reputation that lasted long after the lifetime of these famous blacksmiths. Many warriors have sought the lost knowledge of Gabora; few who did have returned from the dead as themselves.

Gabora provides the following bonuses:

Zubora's Legacy

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- All Weapon upgrades are 10% cheaper.

The Dark Smith

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- Damage of all Melee units is increased.

Golden Dust

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- Improves the damage of all melee units.

 

Meg

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First Appearance - Ocarina of Time

One of the four Poe sisters of legend, Meg's lifetime is shrouded in mystery as well as the circumstances leading to her haunting of the Kokiri Forest. Where Meg roams the skeletal remains of long forgotten souls rise and follow. Seeking an audience with this enigmatic ghost is foolish at best; seeking her service is dangerous beyond all reason.

Meg provides the following bonuses:

Lost Soul

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- Fast moving infantry unit with a very high Dodge rating and Camouflage.

Earth Bound

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- There is a small chance that a Poe will spawn from a slain enemy unit.

Icy Pig Poe

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- Big Poes are upgraded with a freezing attack that stuns their targets.

 

Irene

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First Appearance - A Link Between Worlds

Irene once served as one of Rauru's three Deacons. After many disagreements with her master, in time she sought out the dark arts of Hyrule's Witches. The path from honored deacon to rebellious witch to an ally of the undead is not yet clear to the annals of history, but this feisty young witch has been found working with the Stalfos and should be treated as such.

Irene provides the following bonuses:

Blue Bubble

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- Small Hovering skull that temporarily reduces the damage dealt by enemies with each hit. Has a chance to become a normal Bubble when destroyed.

Unearthing the Past

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- Unearthing Ruins is 15% cheaper

Bubble Summoner

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- Stalchildren and Battleforged spawn a Bubble when destroyed.

 

Blind the Thief

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First Appearance - A Link to the Past

Blind was a legendary thief during his lifetime. Legend says he manged to infiltrate even the Sheikah of Kakariko and steal their vast fortunes. Afraid of losing his treasures, Blind seemed to have earned an audience with a necromancer of some renown and gained the power of undeath. Now Blind roams the western dunes and caves as a relentless Stalfos, killing and stealing anything of value he comes across.

Blind provides the following bonuses:

Staldra

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- Small multiheaded undead creature that can attack multiple targets at once.

Necrotic Venom

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- Stalhounds and Stalhorses now deal Poison damage.

The Hidden Dead

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- Stalkin, Stalhounds, and Staltroops gain the ability to burrow and become Stealthed.

 

The Death Sword

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First Appearance - Twilight Princess

His name has been lost to all record. His origin is obscure at best: rumored to be one of the previous Gerudo Kings before the time of their Great Curse. All that remains of this infamous beast is the story of his sealing deep within the Arbiter Grounds: a story that itself has many versions and mysteries. The Death Sword was charged with the crimes of unearthing and re-instituting Necromancy after it had been abolished and destroyed from Hyrule. He is considered the father of all current Stalfos that haunt and torment the living of Hyrule.

The Death Sword provides the following bonuses:

Stalreaper

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- Powerful mage unit that can hurl blue fire at enemies. Slow attack rate but large splash damage.

Unrelenting Undead

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- All units (except for Heroes and Battleforged) now have a 10% chance to instantly respawn with 50% health when destroyed.

Redead Knight

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- ReDeads are replaced by ReDead Knights, sword armed units that retains the same abilities.)

 

UNIT ROSTER

Stalchild

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First Appearance - Ocarina of Time

The common myth of these small undead creatures is that they are the corpses of young children who fell victim to petty necromancers seeking slaves, a story that is often told to children to keep them from wandering free at night. In truth they may only be in part the bones of children: Stalchildren are the mangled and twisted leftover remains of larger and more elaborate undead rituals, formed into small automatons to be used for menial labor.

- Stalfos Worker unit

 

Eyesoar

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First Appearance - Oracle of Ages

Very small disembodied eyeballs kept animated by dark magic, Eyesoars are used by necromancers to spy on their enemies and potential victims. Carried by small skeletal wings, the Eyesoar can hover into many places that others cannot reach.

- Can hover over any terrain.

- Can detect Camouflaged and Stealthed units

 

Stalkin

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First Appearance - Twilight Princess

Stalkin are the collective name of skeletal warriors raised from the corpses of small sized enemies. While their appearance takes on the form of their original skeleton, Stalkin usually all behave the same way; mindlessly shuffling towards their targets and stabbing them with any sharp instrument they can get their hands on.

- Anti-Cavalry

- Can be raised from the corpses of small sized enemies (e.i. Kokiri, Bokoblins, Mogma)

- Default variation is a Kokiri

 

Bubble

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First Appearance - The Legend of Zelda

Bubbles are small floating skulls of which their complete body has been lost to time. Sprouting wings from the sides of their desiccated heads, Bubbles are able to hover about and will viciously try to bite and tear the flesh from their victims.

- Can hover over any terrain.

Stalhound

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First Appearance - Twilight Princess

Stalhounds are the corpses of canine creatures that once served as guard dogs for their masters in life. The resume their duties even in undeath, guarding graveyards and other locations important to the raising of more dead. Eager to please their masters, Stalhounds are one of the few undead abominations that are able to run swiftly as they did in life.

- Can run despite being undead

 

Staltroop

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First Appearance - Twilight Princess

Staltroops are the collective name of skeletal warriors raised from the corpses of medium or average sized enemies. While their appearance takes on the form of their original skeleton, Staltroops usually all behave the same way; mindlessly shuffling towards their targets and slashing at them with any sharp instrument they can get their hands on.

- Can be raised from the corpses of medium sized enemies (e.i. Hylians, Gerudo, Zora)

- Default variation is a Hylian

 

Poe

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First Appearance - A Link to the Past

The Poe ghosts never left the earthly realm but remained restlessly by their own graves. When the graves were disturbed, the ghosts would appear, swinging their spirit lanterns to attack their living foes. Many dark necromancers would seek out and bind these tortured souls to their causes.

- Can hover over any terrain

- Can and pass through any object.

- Has Camouflage.

 

Battleforged

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First Appearance - Wind Waker

The product of twisting and combining the parts of many a warrior, the Battleforged were created in ancient times explicitly to fight and destroy the enemies of their masters. The reputation of these monstrosities is that they are impossible to destroy: smashing them apart would only temporarily halt their advance as they assemble themselves back together.

- Corpse can be rebuilt when destroyed, Battleforged will respawn at 50% HP

- Corpse can be destroyed by enemies before being rebuilt.

 

Stalhorse

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First Appearance - Breath of the Wild

Animated mounts of dead horses, these swift running undead carry Stalfos warriors into battle. Their masters often use these beasts to precede their invasions; raiding farmers and smaller targets to leave behind fresh corpses for the army to raise upon arrival.

- Can run despite being undead

 

ReDead

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First Appearance - Ocarina of Time

A nightmarish skeletal creature that stalks deep beneath the earth, there are many legends as to the origin of the ReDead. Some believe they are the result of failed immortality rituals, others say they were guardians of Sheikah graves twisted into the service of evil necromancers. In the employ of the Stalfos they are sent in to completely demoralize their foes: the visage of a ReDead causes uneasiness in almost all who look upon them... and their ghastly screams can completely paralize even the bravest of warriors.

- Stuns enemies with each attack

- Adjacent enemy movement and attack speed is reduced

- Small chance of respawning with 25% health when slain

 

Stalfos Knight

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First Appearance - A Link to the Past

Once noble lords and warriors in life, Stalfos Knights are the skeletons of those that abandoned their codes in exchange for immortality. Indeed they received what they sought, though as slaves to their necromantic masters. All should beware the Stalfos Knight in combat: they have had centuries to hone their skills that were already formidable in life.

- Resistant to most forms of melee damage.

- Damages all adjacent enemies when destroyed.

 

Big Poe

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First Appearance - Ocarina of Time

These large spectral menaces have taken to spreading their misery far beyond their grave and seek to drag the living into Poehood. Like their smaller counterpart, the Big Poes will relentlessly bash attackers with their lanterns. Their victims slain, the Big Poe will drag their spirits from their bodies and bring about more Poes.

- Can summon Poes from the corpses of most enemies, as well as replentish attached battalions.

- Can hover over any terrain

- Can and pass through any object.

 

 

Phantom Rider

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First Appearance - Twilight Princess

A ghostly knight from ages past, these Phantom Riders come from a time lost to history. Now mindless slaves to their masters, Phantom Riders are sent out into the night to cull and reap unsuspecting populations. Normal weapons have little effect; perhaps some kind of magic must be used to banish these specters to the underworld.

- Immune to most non-magic attacks.

- Can hover over any terrain.

- Can and pass through any object.

 

Stalgiant

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First Appearance - Link's Awakening

Stalgiants are the collective name of skeletal warriors raised from the corpses of large sized enemies. While their appearance takes on the form of their original skeleton, Stalgiants usually all behave the same way; mindlessly shuffling towards their targets and bashing at them with their large appendages.

- Can be raised from the corpses of large sized enemies (e.i. Hinox, Bokonox, Darknuts)

- Default variation is a Bokonox

 

Poe Necromancer

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First Appearance - Twilight Princess

The long departed spirits of ancient necromancers, these phantasmal Poes hold the secret to everlasting undeath in their grasp. When the Stalfos roam around and invade to increase their number, the tall and lumbering Poe Necromancers will glide across the battlefield and animate the slain corpses of their victims.

- Can raise Stalkins, Staltroops, or Stalgiants from enemy corpses.

- Can hover over any terrain.

- Can and pass through any object.

 

Stalmaster

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First Appearance - Skyward Sword

The pinnacle of undead warriors, the Stalmasters are champions of their necromantic lords. Wielding four weapons in their many hands, Stalmasters have had centuries to perfect their fighting skills with a wide variety of implements. The sight of a Stalmaster can only mean one thing: his large army is about to invade.

- Commander unit

- Three of its four weapons can be customized (default is all swords)

- Attached Battalion has increased movement speed and parry rating

 

Lost Soul

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First Appearance - Ocarina of Time

A Unique Unit that can only be summoned by Meg. There is little lore on the identity of the people who became these animated corpses. The most common belief is that there were soldiers in the employ of Meg long ago, brought forth from the dead by dark powers deep in the forest. Whomever they were, these Lost Souls wander the dark corners of the forest and challenge anyone they come across. They attack with surprisingly skilled swordplay for an undead creature and are able to parry just about any blow.

- Can run despite being undead

- Extremely high dodge ability.

- Has Camouflage.

 

Blue Bubble

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First Appearance - The Legend of Zelda

A Unique Unit that can only be summoned by Irene. Immolated variations of the floating Bubble skulls, these burning blue monsters carry with them a dark curse that they spread to their victims. Those bit by these undead find themselves struggling to hit their targets, as if jinxed with poor aim and reflexes.

- Can hover over any terrain

- Temporarily reduces damage of enemy unit with each hit.

- Has a chance to transform into a normal Bubble when destroyed.

 

Staldra

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First Appearance - Skyward Sword

A Unique Unit that can only be summoned by Blind. The animated remains of a monster that predates all history and myth. These multiheaded creatures are able to attack from any and multiple directions, making it impossible to surround them. They seem to also possess the ability to regenerate, making them very difficult to destroy.

- Can attack up to three targets simultaneously.

- Regenerates HP when idle.

 

Stalreaper

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First Appearance - Oracle of Ages

A Unique Unit that can only be summoned by the Death Sword. In some cultures these undead mages are known as the Blue Stalfos, but in all myths they play the same role: reaping the souls of the living to add to their growing armies. The Stalreapers seem to be powerful mages with command over Blue Fire, and perhaps were well studied war wizards during their old lifetimes. They can torch just about anything with their burning attacks, as well as defend themselves with their scythes in a melee.

- Can hover over any terrain.

- Blue Fire continues to damage enemies adjacent to target location.

 

Stallord

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First Appearance - Twilight Princess

A massive and impossibly ancient skeleton deep within the Gerudo Desert, the Stallord is believed to have once been one of the many ancient dragons that ravaged Hyrule before the dawn of history. Gerudo mythology claims their elder gods slew the dragon and used its corpse to make the world, burying the skeleton deep in the desert. Should the skeleton be removed the Gerudo believe the world will come to an end. The animated Stallord himself is a slow moving and crawling monstrosity that can vomit up dusty corpses and amass a following of Stalfos soldiers to follow him.

- Stalfos Legend unit

- Summons Stalkin, Stalltroops, and Stalgiants from corpses of enemies.

- Is followed by a large battalion of replenishing Staltroops.

 

Stalfos Unit Roster
Stalfos Heroes

Edited by The Undying Nephalim
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Wow on this. I gave it a try last night and am legitimately impressed by what I saw. This is more beautiful than any FOSS game or 0AD mod I ever thought I'd see! Yet at the same time I'm also disheartened for a few reasons.

In terms of development and completion: I'm seeing a very solid basis with some formidable assets, however mixed in with other assets that still look and feel really basic: Most factions have a very solid and consistent design between units and buildings... a few others are at the opposite end with simple looking buildings or animations. The GUI has many issues too and can be harder to understand, worst of all though there's a lot of lag and my screen is covered in error messages. I know those are things that can and likely will be fixed over time... till then this is unfortunately unplayable, but still gorgeous to experiment with hoping for the future.

My biggest sadness is that this likely won't get anywhere in the long term for one simple reason: It's based on Zelda which is commercial IP, copyrighted to Nintendo which is also the worst abuser of content creators on the internet. They harassed countless developers who made Pokemon fan games, I don't see Zelda being different if they ever take notice of this. So much work was put in here still... I don't want to see it going away, of course they wouldn't care about wiping it all out. I wonder how many of the units are based on official Zelda characters... could anything be done to branch this into original IP without too much effort, especially if that will ever be needed at a later stage? This is an option I'd carefully consider.

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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/the-node-system

 

Details on one of the largest additions to how maps are designed and work in Hyrule Conquest.

Posted by The_Undying_Nephalim on Dec 13th, 2021

For some time there have been whispers of some fundamental changes to how maps work in Hyrule Conquest. We kept these ideas off to the side while we spent eight months updating Hyrule Conquest to the 0.25 version of 0AD. Now that everything has finally been ported over, our map changes had come up again and we had quite a discussion on how to implement them. We really went all in. So I present to you today one of the biggest and most exciting changes I've been looking forward to.

The Node System

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It should be obvious that over the last several years, Hyrule Conquest has slowly but surely been shifting away from 0AD's style of gameplay and morphing more and more into a Battle for Middle Earth inspired game. Adding in Battalions was the first big move in this direction, and now we are taking another big leap and fully adopting BFME's map design and Node based system. There are several key reasons why we are doing this (other then mine and Exodarion's love for BFME as a game):

1. Lack of many worker battalions will greatly help the game's performance
2. Map design becomes much easier and less chaotic, with the map divided into dedicated nodes it becomes easier to make great "set pieces" that the action takes place around.
3. Our planned Minor Faction system (something I'm even more excited about!) depends heavily on dividing the map up into Nodes

So What's changing?

The first and most obvious thing that players will notice is that maps are divided up into a series of "Nodes". There are many different types of nodes the player can capture, and each type will allow the player to build different structures and provide the player with different options and resources. To compensate for this system, bases will be entirely linked to Nodes and structures will be built on plots that spawn around captured Nodes. Resource collections will now be completely automated and based on what resources exist within the Node's perimeter. For example, if you capture a node that has three Berry Bushes and a Rupee Deposit, once you have set up your base these bushes and Rupees will begin to drain automatically and added into your coffers. If you have played Battle For Middle Earth, Rise of Legends, or Halo Wars, you'll have some idea of what I'm talking about.

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-The Hylians capture an Outpost Node and transform it into a happy little base-

 

As you might have guessed after reading the first point, Workers as a unit are no longer viable with this system since buildings are based on Plots that spawn around Nodes and Resources are automatically drained within your captured Nodes. Workers will become purely visual as a worker will begin gathering the resources that your Nodes are draining. With the way bases work now many other awesome non-controlled units will be seen walking around your bases doing stuff such as civilians going to your marketplaces and children playing with each other in the streets.

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-Even Children will play in the streets of your bases-

 

This method of dividing up maps will create a noticeable ebb and flow to a match where players move their armies and expand, allowing for the creation of "set pieces" around each node to give areas of the map something visually recognizable. It generally makes the design and creation of maps easier and will also help out with randomly generated maps down the road.

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- Some examples of map blueprints with the Node system -
 

 

Let's take a look at the Node System in more detail and see what you can capture.

Settlement Node

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There is only one Settlement Node per player on a map, and it's always the Node that you start out with. This large area contains some of each resource to get you started, and plenty of building slots to start construction (Most factions will have 7 buildings plots). Depending on what faction you pick, these nodes may also start with walls and tower defenses around them.

Outpost Node

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The primary means of expanding your base, capturing an outpost will allow you to build a smaller secondary and tertiary base, assuming you can capture more than one. Most factions are provided with five building plots when they capture an Outpost node, and may also have walls depending on your faction of choice. Like the Settlement Node, Outpost Nodes often have multiple resources on them making them very valuable locations to fight over.

Camp Node

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Very small expansions, Camp Nodes let you set up tiny bases. For most factions they will provide three building plots. Camps do not come with Walls, though there are some exceptions. While nowhere near as valuable as an Outpost or Settlement, Camps still often contain multiple resource types and are thus worth capturing and holding. Camps are also the only Nodes that you can construct your chosen Minor Factions' bases on.

Resource Node

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A small node that can be captured and provides you with one slot to construct a resource building. Resource Nodes often contain just a single type of resource (Such as Lumber). While Outpost and Camps are the most tempting targets, Resource Nodes will absolutely be the main means of expanding your economy. Once resources have been completely drained from these nodes, players can convert the resource building into Houses to increase their population caps. Some other factions will also have additional options of what they can build on these nodes, such as Mercenary camps.

Small and Large Ruins

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Rupees are an extremely rare resource out in the wild, thus capturing Ruins and unearthing their treasure is the primary means of collecting Rupees. Ruins will be absolutely critical to take and hold, as they are the main source of Rupees and the only reliable source of them. Ruins will come in two sizes, the small providing only a few Rupees per second and the Large providing many. Unlike other Nodes, most factions cannot build anything on or near Ruins. Some factions however, such as the Darknuts, can actually convert Ruins into brand new bases (Large Ruins function much like an Outpost for them and Small Ruins like a Camp). Other factions (such as the Stalfos) completely rely on using Ruins to construct their bases instead of the normal nodes.

Wonder Node

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Usually found at the center of a map, these nodes are the only location a player can construct their Wonder. Just as often a large and terrifying Boss might be found guarding this node and must be killed first before it can be captured. Capturing this node will allow you to construct a new base with many defenses around it as you begin construction on your imposing Wonder.

That is a general overview for how maps will be designed and how the Nodes on these maps will work. This is a very broad and generalized summary of the topic, the particular nuances of how each faction interacts with nodes will not all be exactly alike. I already gave examples of how Darknuts and Stalfos break the rules with this system, and there are some many interesting ways other factions will have interplay with Nodes (I'm looking at you, Moblins...) There are many other awesome features linked to this new change, such as Wildlife Lairs and the previously mentioned Minor Faction system. However I will save those for another article in the future.

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- Juicy Minor Faction details will have to wait... -

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I am just trying to copy this from  https://www.moddb.com/mods/hyrule-conquest/news/you-dare-bring-light-to-my-lair

A general overview of Lairs, a new Wildlife feature tied to the Node System.

Posted by The_Undying_Nephalim on Dec 30th, 2021

You dare bring light to my Lair?!

 

Last time we took a look at the upcoming Node system and how maps will be designed and bases will work. Another feature I've been wanting to add to Hyrule Conquest is directly connected to map Nodes, and that feature would be Lairs.

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Once again if you have played The Battle for Middle Earth you have some idea of how Lairs work. Lairs are "structures" that a player can encounter that continually spawn hostile wildlife until they are destroyed. Often they represent some kind of nest that wild creatures settle in to raise their families, lay eggs, or otherwise spawn future generations of themselves.

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- A happy little Tektite Nest on the Zora shores, ready to be plundered by your armies.

 

So how does this tie to Nodes? Simply put, players will have to overcome and destroy Lairs in order to actually capture Nodes. With some exceptions, most Nodes start the game with some kind of Lair guarding them. The size of the Lair and the number of creatures that live nearby scales with the value of the Node. As an example, a Lumber Node out in the middle of the woods probably will only have a tiny Lair occupied by several Skulltulas, while you can expect the extremely valuable Outpost Node to house a giant cavern full of an entire pack of raging Dodongos ready to slaughter your approaching troops.

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- Apparently not all Dodongos dislike smoke.

 

Not all Lairs are equal, however. The biome of a map and the nature of the creatures occupying the Lairs can change the dynamics of how players must deal with them. A cave full of Dodongos will likely mind their own business until you go out of your way to antagonize them, never leaving the bounds of their territory if you decide to run away. A den of Arachas on the other hand may go into a frenzied rage and send swarms of attackers to retaliate and destroy your base once you've attacked them.

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- Probably best to not mess with giant scorpions

 

Other creatures like Leevers will actively leave their Lairs and seek out prey to kill, only returning if the Lair is being threatened. The insanely huge roster of creatures from the Zelda series means that there will be no shortage of Lair encounters and there will be a lot of fun in discovering just how some of these creatures react to your armies when you threaten their nests.

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- Leevers, every Hyrule Conquest player's favorite wildlife.


Ultimately, the game-ending Wonder Nodes are guarded by a giant Boss monster. You'll have to earn that Wonder Victory by defeating such a Boss. Several Boss creatures have been in Hyrule Conquest for some time, and more details and features for these huge creatures will be added down the road when the Hero system and Hero abilities have been added to the engine.

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- Molgera hopes that one of these days he'll be more than just a damage sponge.

 

And that is a general overview of Lairs, a very simple feature but one that I really enjoy and look forward to putting more detail in as time goes on. Next time I'll go into more detail about yet another new feature that is directly tied to the new Node system, a feature I've been extremely excited for for a long time.

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- Until then, just imagine all the possible monster nests you'll be nuking to get Rupees.

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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/bring-them-to-ruin

 

Today we take a look at how certain factions use Ruins to make their bases instead of Nodes.

Posted by The_Undying_Nephalim on Feb 13th, 2022

Bring them to Ruin

 

Several articles ago the new Node System for Hyrule Conquest was announced. We took a look at how factions will capture Nodes and use them to construct their bases. I did mention in that article though that these are not strict rules and each faction will have their own nuances and unique ways that they interact with Nodes. Today I'll be talking a bit about those differences. While all factions have their own ways that they interact with Nodes, there will be three general categories of factions and how they go about constructing their bases. These three categories are Settlement, Ruin, and Nomadic Factions. I've gone over the general features of Settlement factions in a previous article and how they use Nodes to construct their bases, I'll go ahead and provide a link here for those that might have missed it: Moddb.com
Today we'll be focusing on one of the other two styles of factions, Ruin Factions.

Ruin Factions, while having some degree of civilization, are those that have been shown to live in long dead ruins rather than build cities of their own design. In the current version of Hyrule Conquest, this includes the Lizalfos, Fairies, and Stalfos. There will be several other factions in the future that also fall into this category, but I'll keep that under wraps for now. Just like Settlement Factions, Ruin factions construct permanent and defensible bases. Unlike Settlement Factions however, they convert and transform Ruins into their bases, not Nodes. Factions under this classification will start with units near Ruins, which will be conveniently emptied of enemy guardians so they can immediately start making a base. Ruin Factions generally have smaller and less fortified bases with fewer plots to make buildings. Large Ruins will provide them with only four plots to build, while Small Ruins only provide two. To offset this, Ruin Faction buildings are generally much cheaper and faster to construct.

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These three different factions come up with the most creative ways to squatter on the hard work of long dead civilizations.

This also begs the question, if Ruin Factions do not make Settlements on Nodes, how do they harvest the resources around those nodes? Well, Ruin factions all have a specialized unit for the job:

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Like Camps, Mines, Lumbermills, etc built by Settlement Factions, Ruin Factions have a mobile unit that can park itself near any resource and begin gathering. They cannot gather as fast as the stationary buildings of Settlement Factions, however you can make multiples and stack the amount of income in any area.

So, do Ruin Factions just ignore Nodes? Not at all! Both the Lizalfos and Stalfos use nodes to create their "Farm" building, which translates to "Nodes = Food" for these two factions.

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Or "Food = Bones of Long Dead Corpses" if you are a Stalfos.

 

The Fairies on the other hand are able to create their Menhirs on Nodes, which increases both their population cap and the income of resources within the Node's radius.

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So there we have it, the basics of Ruin Factions and how they go about constructing their bases. Next time we'll take a look at Nomadic Factions and see how they function.

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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/home-on-the-range

A general overview of Nomadic Factions, using the Moblins as an example.

Posted by The_Undying_Nephalim on Feb 21st, 2022

Home On the Range


In the last article we took a look at Ruin Factions and how they capture and convert the Ruins on a map into their bases. Today we'll take a look at the third group of factions in the game, simply named Nomadic Factions. With this very self explanatory label, it should not be hard to figure out how these types of factions operate. In fact, the game's current Moblin faction will barely change from how they currently play in the transition between versions. If for some reason you have not played as the Moblins in the current or past versions, here's a basic rundown of how they work.

All Moblin buildings can pack themselves up, and unpack at any location within their territory. In order to generate territory, Moblins create Totems. This basic premise will remain in the next version of Hyrule Conquest, but with some small changes.

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First off, Nodes are used to create Moblin Totems. This naturally means that Nodes are still of critical importance to Moblins and other Nomadic factions. In addition to this, while Moblin buildings can deploy anywhere in their territory, unpacking them within the radius of a Totem provides their buildings with increased production speed and defensive bonuses when enemies siege a base. This will naturally be an incentive to create a base around your Totems, even though you might be tempted to unpack your entire base on a cliff side to test out the Moblin skill of fighting gravity.

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I guess that's one way to have a wall protecting your base.

 

While the Moblins are currently the only Nomadic faction in the game, there will be several more added in the future that all have their own quirks. With that being said and the new Node System being tested by Patrons at the moment, I feel that we'll have a new version ready for public release soon. Stay tuned for a new version in the next few weeks, where you'll finally get to try out the new Node bases in action. After that we'll have some news on the highly anticipated and long awaited Minor Factions.

ttJ0VnY.jpg

 

Very Soon...

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  • 4 weeks later...

I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/in-the-deep-woods

 

A look at the new Korok units being added to the Kokiri.

Posted by The_Undying_Nephalim on Apr 26th, 2022


It's been nearly a month since the last release of Hyrule Conquest came out, and the feedback has been pretty great. Pretty soon some more new features are going to start showing up (Minor Factions!), but there's still a few small changes that were not completed in time for the last release. While most of the factions currently in the game only have minor changes to account for the new node system, a handful of them are somewhat incomplete since the transition. Several factions will have slightly changed rosters of units, and today we'll talk about the first, the Kokiri.

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If you've checked on the latest release, you might have noticed that the Mudmen building was replaced by the suspiciously named Korok Colony. This should have been a hint as to what was coming...

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"Ya-ha-ha!"

 

Back in the olden days of Hyrule Total War, there were plans of a Korok faction being added into the game. However, due to engine limitations each faction had about 8 unit types... where's with no limitations that's been bumped up to a whopping 20 unit types for each faction. While I could really push into OC territory to make the Korok roster have 20 full units, I felt it was probably more appropriate to simply combine a smaller Korok roster with the Kokiri, considering the two cultures have extremely blatant connections both in Nintendo's official canon and the canon of this mod. That being said, the current Mudmen units are being removed from the Kokiri and replaced with a selection of Koroks. Down the road when we finally add Navies into the game, much of the Kokiri's navy will also be composed of Korok designs. So lets take a look at all the new Korok units that will show up in the next release:

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Korok Explorer
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A small Korok that serves as the Kokiri's Scout unit, replacing the previous version of the Explorer. They are Camouflaged and can detect enemies that are Stealthed. In addition, they can switch into a flying mode to cover much more ground, but they lose their ability to attack and spot invisible units while airborne.

Korok Walker
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A larger variation of Korok that wanders around with a spear. They will be completely immune to any kind of poison effects, but otherwise function as an average spearman. If the Korok Walker is slain in battle, its corpse will grow into a small tree that will heal nearby Kokiri units.

Korok Leafer
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A small Korok carrying a giant Deku Leaf around. This Infantry unit deals very little actual damage, but the large gust from its attack will Knockback multiple enemies and stun them. The Kokiri are very much lacking in units with Knockback (they currently only have one in the Deku Tree), and Knockback is usually only present on units of Large size, so to have such a small and low-cost unit with that ability will be very handy for any Kokiri player.

Korok Mantlet
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Replacing the Mudmen Mantlet, this unit will function exactly the same as it did... it's just carried around by a pair of Koroks now. When Battalion attachments have been added as a feature to the game, these units can be attached to any Battalion to dramatically boost their protection against non-magic projectiles.

Deku Sprout
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This new unit will serve as the Unique Unit of one of the new Korok Heroes. A feisty Deku Sprout mounted by a Korok rider. They are armed with a spear and shield, making them excellent for intercepting enemy cavalry and resistant to arrow fire. They can also plant themselves into the ground to become invisible and improve their health regeneration rate.

Naturally since the Mudmen are being replaced by Koroks, the Mudman hero is being replaced by a Korok hero. In addition, there have been several other changes to the Kokiri Heroes in general.

Makar
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- Riding on the Sprout of the Great Deku Tree, Makar will be replacing the Mudmen hero in the next release. Naturally his focus is on improving Korok units.

Focus: Koroks
Unique Unit: Deku Sprouts (Spear armed Cavalry unit mounted by a Korok. Can plant itself into the ground to gain Stealth and regenerate faster.)
Unique Tech: Minutekids, Slingshotters, and Grove Watchers gain a chance of transforming into a Korok when slain in battle.
Hero Bonus: Deku Trees gain a chance to spawn a Deku Sprout when they are slain.

Mido
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- In addition to a new Korok hero, Mido will be replacing Gulley as a tier 3 Kokiri Hero. Much like Gulley, he will ride on a Mountain Deer and improve Cavalry units.

Focus: Cavalry
Unique Unit: Stag Chariot (Light and fast chariot with a pair of Slingshotters riding.)
Unique Tech: Improves the speed of all Cavalry units.
Hero Bonus: Kokiri Chiefs are mounted on Deer and count as Cavalry.


The four other Kokiri Heroes are all returning, with updated models and slightly tweaked abilities to make them fit in better with the node system:

Know It All Brothers
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Focus: Infantry
Unique Tech: Upgrades Kokiri Minutekids with Deku Spears.
Hero Bonus: All Melee Infantry move 10% faster.
Hero Bonus: Kokiri Minutekids can replenish their Battalions anywhere.

Fado-la
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Focus: Economy
Unique Tech: Gather rate of all Fruit (includes Berry Farms) is increased by 50%. All bases can now gather from twice as many bushes as well.
Hero Bonus: Minutekids and Slingshotters have a small chance to gain extra Rupees from all loot.
Hero Bonus: Community Houses all provide +1 additional Population.


Fado-ti
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Focus: Support
Unique Unit: Fiddler (Support unit that improves the speed of attached Battalion. )
Unique Tech: All Walls and Towers now deal passive damage to melee attackers.
Hero Bonus: Fairgrounds all spawn a free Fiddler when complete. Fairgrounds will replace Fiddler for free if slain in battle.

Saria
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Focus: Magic Damage and Magic Defense
Unique Unit: Enchantress (Kokiri Mage that deflects ranged attacks when attached to a Battalion.)
Unique Tech: Emerald Archers, Settlements, and Outposts are armed with Fairy Bows , gain 25% additional attack range, and deal magic damage in addition to their normal Pierce damage.
Hero Bonus: Starts game with the Guardian Fairies tech researched.

That about covers it for the Kokiri changes. One of the other factions that got a big overhaul in the last version was the Gohma, an overhaul that is still incomplete. Next time we'll take a look at their new Heroes and Units so stay tuned.

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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/arachnid-overhauls

 

Arachnid Overhauls
 

A detailed look at the new Gohma roster, which is undergoing some pretty big changes.

Posted by The_Undying_Nephalim on May 8th, 2022


Last time we took at look at some Koroks, new additions to the Kokiri's roster. This time we are going to take a look at the archenemy of the Kokiri, their spidery rivals known as the Gohma.

6Sv1Aek.jpg

6Sv1AekIn the last release of Hyrule Conquest, the Gohma got a complete visual overhaul. In the next version of Hyrule Conquest, the Gohma roster will undergo the largest overhaul of any faction, with more than half of their roster being outright replaced with different units and the existing units all tweaked and changed in some way. Since the days of Hyrule Total War, I've never been entirely satisfied with their unit compositions. There were far too many giant units and quite a few redundant units as well. The objective this time around was to really try and give each unit a niche role, as well as synergize with other Gohma units. I'll go ahead and begin with the returning Gohma units and go over any changes that they are seeing.

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Returning Gohma Units

 

Soldier Larva
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The Soldier Larva have always been the perfect Gohma unit: A large swarm of weak melee biters who wear down enemies by being easily replaced and massed in large numbers. Other than a visual redesign which is in the current release, nothing is changing about this unit.

Spine Larva
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Formally called the "Hive Larva," in older versions of Hyrule Conquest these little guys would help construct and repair Gohma bases. Seeing as workers have been replaced with the new Node System, this left these units on the chopping block. I really like the design of these Gohma from Twilight Princess and felt that they should be reused elsewhere. Renamed Spine Larva, these tiny creatures will be replacing the Caretaker as the Gohma's first tier ranged unit. They now lob small orange spines at their targets and deal pierce damage instead of acid damage, so they are functionally a cheap, small, and fast moving archer now.

Pincergohma
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Much like the Soldier Larva, the Pincergohma has always felt like a quintessential unit that doesn't really need any changes. Other than a slight visual update, this unit will be returning as the Gohma's bread and butter infantry.

Burstgohma
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The Burstgohma will be returning with no changes at all and will keep its current design. As before, these little guys explode and deal damage to anything around their corpse.

Trap Door Gohma
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The Trap Door Gohma will be returning with no changes at all and will keep its current design. As before, these units are completely invisible when standing still, and can suddenly launch surprise attacks at unsuspecting foes.

Royal Larva
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The Royal Larva will be returning with the same visual design, they will have a slightly different function in the Gohma army now. Royal Larva will now instead increase the regeneration rate of nearby Gohma, allowing them to heal much faster. When Battalion attachments are added as a feature to the game, the Royal Larva will instead attach itself to a Battalion to have the same effect on it.

Gohma Queen
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The Gohma Queens are making a return, with a visual change and some minor functional changes. As in the last release, Gohma Eggs now function with Battalions and the Gohma Queens will be able to lay eggs that hatch into Soldier Larva or Spine Larva, making them a mobile barracks that can field low level units in enemy territory. They will also allow Gohma Battalions to replenish their lost soldiers anywhere on the map, once replenishment has been added into the engine.

Gohma Long Legs
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The Gohma Long Legs will be returning with only a very slight visual change; they will function the same as a fast moving unit that behaves much like cavalry.

Rocktite
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The Rocktites are also returning with no visual changes, their roll in the Gohma army is now changing a bit though. In the next version they will become the Gohma's ranged siege unit, throwing large boulders much like a catapult. They will still retain their high armor values, making them one of the most durable siege engines in the game.

Tank Gohma
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Another "quintessential" Gohma unit that has always felt at home in their roster, other than a visual overhaul the Tank Gohma will return with no other changes.

Armogohma
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The Armorgohma is returning with only minor visual changes. It has however now become a Unique Unit tied to a specific Gohma hero (details on that a little later when we get to Gohma Heroes). It will no longer be classified as a siege unit, and while not labeled a mage it essentially functions like a large tanky mage unit, lighting enemies on fire with its eye beam.

Shrouder
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Originally called the Shroud Walker, this unit will be returning as a Unique Unit for one of the Gohma Heroes. Like in previous versions of Hyrule Conquest, the Shrouder will spew out fog that increases the miss rate of all enemy projectiles, as well as cripple the Line of Sight of enemies that get too close to the Shrouder. New to this unit however is that its fog also completely halts enemy regeneration, meaning that their units cannot heal while in the presence of its fog. The Shouder also has a new design and its physical size and radius of its fog effect has been dramatically decreased.

New Gohma units
 

Eye Larva
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While the general design of this creature is more or less based on the previous Giant Larva unit, its function is completely different and it might as well be treated as a whole new unit. The Eye Larva will serve as the Gohma's Scout unit, something they were completely lacking and really needed. The Eye Larva, like most Scouts, can also detect invisible enemies.

Stinger Gohma
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The Stinger Gohma is a new addition to the Gohma army, and will be one of the first units in the game to use 0AD's new Poison status effect. These melee creatures do not deal tons of damage up front with their attack, but rather inflict Poison on an enemy which continues to drain their health over a period of time.

Webweaver
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The Gohma Webweaver is a new ranged support unit that launches webs from its head. These webs deal no damage to enemies, but reduce their movement and attack speed across a very large radius. For a comparison they are somewhat similar to the Gerudo Ice Archer, but are able to cover a much larger area with their slowing webs.

Morth Swarm
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Really putting the swarm in their name to good use, Morth Swarms are trained in very large batches and can move over any type of terrain (sans water and lava). They deal no damage with their attack, however each individual Morth ever so slightly reduces the movement speed, attack speed, and armor values of enemy units. Each Morth's effect stacks, so several Battalions of these guys can potentially completely immobilize and cripple enemy units, especially large units that are easy for them to crowd around. Pairing them with Webweavers can lead to some really nasty results.

Mothula
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A new ranged Gohma unit, the Mothulas attack enemies with spiked projectiles that do minimal Pierce damage on their own. Their projectiles have a chance to spawn additional Morth Swarms however, slowing down enemies and devaluing their armor.

Carrier
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A new giant Gohma unit, despite its huge size the Carrier does not excel in combat and has a very slow attack rate. As its name implies, the Carrier acts as an armored transport; it is able to load itself with multiple Battalions of Larva sized units and ferry them across the map, including oceans and rivers. When the Carrier is slain in battle it will also spawn a free but injured Battalion of Soldier Larva.

Mite Keeper
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This unit was technically introduced in the last version of Hyrule Conquest, but it's quite new so we'll go ahead and cover it here. The Mite Keeper is a Unique Unit of one of the new Gohma heroes, and attacks by lobbing tiny Gohma Mites at enemies. Gohma Mites may be tiny and weak and will eventually die out on their own, but they will continue to rapidly seek out and attack enemies and cannot be directly targeted. When the Mite Keeper is slain in battle it will also spawn a large swarm of Gohma Mites.

Gohma Blocker
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Once a unit that was removed from Hyrule Conquest years ago is now making a return, this time with a new design and as a Unique Unit of one of the Gohma Heroes. The Blocker is a large walking shield with extremely high armor values; it is effectively immune to any form of Pierce or Hack damage projectiles. In the next release of Hyrule Conquest they will passively increase the armor of all nearby Gohma, and when they are slain their corpses will continue to provide that armor bonus until they decay. When Battalion attachments are added as a feature, Blockers can be attached to a Battalion and will instead make their Battalion completely immune to ranged Piercing and Hack damage.

The Great Baga Tree
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Replacing the old Gohma Titan, the Baga Tree is the dark counterpart to the Great Deku Tree. While he is a decent melee Titan that has no issue taking on groups of enemies, the Baga Tree's real strength is his ability to constantly spawn a Soldier Larva with each attack.
 

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That's a look at the Gohma's new and returning units. Lets shift gears and take a peek at their Heroes.... there are quite a few new changes in store for them. All of the Gohma Heroes now are represented by various Queens.

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Queen Baga
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Modeled after the Gohma Queen of Ocarina of Time, Queen Baga returns from previous versions of Hyrule Conquest and will not change too much. Like normal Gohma Queens she can lay eggs to produce units anywhere on the map, however she can hatch a much larger selection of units than just Larva.

Focus: Larva Units
Unique Bonus: Soldier Larva gain Camouflage.
Unique Bonus: +1 Battalion size for Soldier Larva and Spine Larva
Unique Tech: All Gohma structures (except for Settlements, Outposts, and Camps) spawn a half sized Battalion of Soldier Larva when destroyed.


Queen Midoro
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Taking cues from the Mothula of Windwaker, Queen Midoro serves as the matriarch of other Mothulas and Morths. She is a small flying Hero that can hover across the map, lobbing her Morth Swarms from hills or other hard to reach places.

Focus: Scouting
Unique Bonus: All Gohma have increased Line of Sight.
Unique Bonus: Mothulas have an increased chance to spawn a Morth with their attacks.
Unique Tech: Mothulas can pay resources to gain wings.

Queen Arborachnid
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A vile arachnid monster from Kaze Emanuar's The Missing Link, the Arborachnid will be appearing in Hyrule Conquest as queen of the Gohma Mites. In addition to its biting melee attack and passive ranged attacks from its tree eyes, Arborachnid can spawn Mites and also consume other Gohma units to quickly heal itself.

Focus: Swarming
Unique Unit: Mite Keeper
Unique Tech: Gohma of Medium or larger sizes (except Carriers and Heroes) gain a chance to spawn Gohma Mites on death.
Unique Bonus: There is now a chance that an enemy unit will spawn a Gohma Mite when killed.

Queen Moruge
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Returning from previous versions of Hyrule Conquest, this heavily armored Gohma Queen has the fewest changes and will once again focus on improving the durability and armor of other Gohma.

Focus: Armor
Unique Unit: Gohma Blocker
Unique Tech: Increases the non-magic armor of all Gohma units.
Unique Bonus: All Gohma units gain an additional 10% HP.

Queen Armos
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The dreaded Gohma Queen that appeared in Twilight Princess, Queen Armos spawns as a relatively slow and vulnerable hero that relies on her Larva to protect her. As she gains levels she will eventually be able to transform into the much larger and more powerful Queen Armogohma.

Focus: Siege
Unique Unit: Armogohma
Unique Tech: Burst Gohma now deal Fire Damage on death and can ignite enemy buildings.
Unique Bonus: Rocktites spawn a pair of Burst Gohma when they are slain.

Queen Sulkaris
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A mysterious figure and myth of the Kokiri, Queen Sulkaris haunts the forest children and has an unsettled vendetta with the Great Deku Tree. Her twisted tree-like form erratically moves like some kind of shadowy spider as she nurtures and cares for the well being of her Gohma pets.

Focus: Healing
Unique Unit: Shrouder
Unique Tech: Royal Larva and Gohma Queens rapidly heal all units around themselves when slain in combat.
Unique Bonus: Trees spawn several Royal Larva when they have been completely harvested.

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2 hours ago, wowgetoffyourcellphone said:

Regardless, it's still an incredible experiment in extreme differentiation

taking into account that it is based on an almost RPG action game.

Very difficult to determine the attack of many units.

Without leaving the lore aside of course.

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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/seasonal-changes

Some much needed changes are coming for the Fairies, lets take a look at them.

Posted by The_Undying_Nephalim on Jun 6th, 2022

We've recently taken a look at two factions that received a bit of an overhaul. The Kokiri had many new Koroks introduced, while the Gohma had a complete visual overhaul. For all the other factions, the changes will be extremely minor and not exactly worth discussing in an article, save for one faction. Let's take a peek at the Fairies, who are the last faction that will be getting quite an overhaul.

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For the Fairies, their overhaul has less to do with finding a home for a selection of units (the Koroks being added to the Kokiri), or a desire to visually overhaul a faction to fit their nature more (the Gohma). The Fairy changes are quite simply the result of the new Node System being incompatible with how Fairy Seasons worked in older versions of Hyrule Conquest, and therefore a necessity. In all previous versions of Hyrule Conquest, the Fairies had a smaller roster of units compared to every other faction, but they could cycle between four different seasons to transform the way units behaved to adapt to certain situations. While potentially useful, quite a few people reported that the system was a bit convoluted and difficult to time properly when trying to counter an opponent. With this criticism in mind and the new Node System forcing my hand, I went back to the drawing board to try and find an interesting way to salvage Fairy Seasons.

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At the moment the solution is to really lean into the Seasons replacing the Phases that most other factions use to progress through their techtrees. From a technical standpoint, think of the Fairy Seasons as a modular and non-linear techtree. Where's most factions have to progress through a linear techtree (They start in the Village Phase, progress to Town Phase, and ultimately City Phase), the Fairies, their units and techs require one of the four seasons to be "researched," however the player gets to choose which season to begin a match and the order of seasons to progress through. This should in theory give the Fairies a much larger set of build-order options for various strategies, especially in the early to-mid game. The intention is to give each season and the units connected to them a general theme, but still have some utility so that a player is not screwed over for picking any particular season before others. Another means to help in that regard is to have several of their units and techs not be connected to any particular season.

So lets take a look at the following chart, which shows the new Fairy roster and what units can be found in which seasons. Afterwards will be information on the Fairy Heroes and details for each units; while many units will be returning there will still be a few new units joining their roster!

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Non-Seasonal Units
Drove - Droves are returning as the Fairies' early-game, cheap swarming unit. They are slow and frail, but can hover over all terrain and attack from any direction.
Stray - Stray Fairies are also returning, with some minor changes. They are now a ranged unit, spitting out small insect-like stingers at their targets. When Abilities are added to the engine, 15 Stray Fairies will be able to combine and transform into a Great Fairy.
Great Fairy - A returning Fairy unit, this time leaning much more heavily into the role of a Commander. Great Fairies will have a large passive impact on the performance of other units under their command, as well as a powerful melee magic attack. When slain in battle a Great Fairy will shatter into a Battalion of Stray Fairies.
Small Maku Tree - A new unit joining the roster of Fairies, these trees from the Oracle of Seasons will serve as non-combat units that passively increase the health regeneration rate of everything within their aura. In future versions they will also be able to replenish Battalions and restore lost Fairies.

Spring Units
Scent Fairy - A brand new Fairy unit that uses the magic of the Scent Seeds from Oracle of Seasons. This Fairy will be followed by a randomized group of Wild Animals. In the next release the list of creatures will be relatively small (Probably Dodongos, Tektites, and Arachs), however in future versions the animals will likely be based on the Biome of the current map that is being played on.
Magic Fairy - Technically a returning unit, this one was called the Banshee in previous versions. Other than the name change and visual overhaul, they function the same as a ranged magic unit.
Great Mayfly Fairy - A large and majestic Fairy that only appears for a short time in Spring. The Mayfly Fairy is able to summon Mayfly Fairy Droves with each attack, which will then proceed to seek out and attack further targets. A trio of Great Mayfly Fairies can quickly spawn an out of control swarm of Droves if they are not dealt with. These Mayfly Fairy Droves have a very short lifespan however, and will eventually die on their own. They spawn several Stray Fairies when slain.
Great Fairy Sword - A Unique Unit tied to the hero Venus, these animated swords seem to be carried by an invisible force and hack at enemies. They function much like a standard infantry unit, however since they seem to have no bodies to actually target they have a high dodge rate.

Summer Units
Gale Fairy - A brand new Fairy unit that uses the magic of the Gale Seeds from Oracle of Seasons. This fairy creates small tornadoes that slow down the movement speed of all enemies nearby.
Blast Bloom - A small flower that seems innocuous, but when in the presence of a Fairy they spring to life. The Blast Bloom vomits a large gust of wind at a single target, sending them flying back with Knockback Damage.
Great Dragonfly Fairy - A large and reclusive fairy that only appears in Summer. She has power over the earth and can hurl large stones from the ground at her targets. This makes her function much like a catapult, making her a Fairy Siege unit. They spawn several Stray Fairies when slain.
Gale Boomerang - A Unique Unit tied to the hero Sekaia, this one is returning with minimal changes. As before, the Gale Boomerang is a fast moving unit that passively deals damage to all enemies around itself, as well as being hard to hit.

Autumn Units
Pegasus Fairy - A brand new Fairy unit that uses the magic of the Pegasus Seeds from Oracle of Seasons. In the next release these Fairies will passively increase the movement speed of all nearby Fairies. In future versions they will be able to attach to other Battalions and even other Heroes, allowing them to have sudden bursts of cartoonishly fast speeds.
Puffstool - Another new unit joining the Fairy roster, the Puffstool is a slow moving creature that deals no attack damage, however every enemy nearby will become Poisoned if they do not move out of the way or kill the Puffstool.
Great Butterfly Fairy - A giant Fairy unit and another new unit for their roster. This Fairy is a non-combat unit, however it can rapidly heal injured units and functions as an expensive but durable medic. They spawn several Stray Fairies when slain.
Zirro - A Unique Unit tied to the hero Xana, these flying creatures drop explosive spores on their targets. They are excellent Siege units, and in future versions their spores will temporarily disable the production of buildings they target.

Winter Units
Ember Fairy - A brand new Fairy unit that uses the magic of the Ember Seeds from Oracle of Seasons. The Ember Fairy is pretty straightforward: they light enemies on fire. While Gorons and constructs can shrug off this attack, most units in the game will want stay clear and pelt them with arrows or other projectiles.
Kyandokyan - A new Fairy unit, the Kyandokyan will function as their Scout. While they move relatively slowly, they have a very large Line of Sight that can see through any invisible unit. These candle creatures have no attack, however when they are killed by an enemy they explode in a burst of flames and damage anything around themselves. When Day and Night cycles are added to the game in future versions, their Line of Sight will remain unaffected by the dark.
Great Crystal Fairy - A giant and powerful Fairy creature of legend that only appears briefly in Winter. The Great Crystal Fairy stuns enemies with her ice attacks, as well as slows down the movement of enemies that attempt to engage with her in a Melee.
Mistwalker - A Unique Unit tied to the hero Valfi, the Mistwaker is a returning unit with changes to its role. The Mistwalker is now a Stealth unit, allowing it to remain unseen by most enemies. Coupled with its ability to hover anywhere on the map, and Mistwalkers will be able to sneak into just about any well defended location and attack from unexpected directions.

In addition to the units, there have been some tweaks to the Fairy Heroes, including brand new Heroes:

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Navi

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Navi is a new Fairy joining the roster of Heroes. She is a tiny Hero that can barely attack enemies, however in future versions of Hyrule Conquest she will be able to be attached to other units and even other Heroes to give them additional stats and abilities.

Focus: Scouting and Vision
Unique Tech: Line of Sight of all units is increased by 25%
Unique Bonus: Fairy Droves can detect Stealthed units at close range.
Unique Bonus: Kyandokyan Line of Sight is increased.

Ciela

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Ciela is a returning Fairy Hero, although she has a few changes. Much like Navi her stats are pathetic and she can barely hold up in a fight on her own, but eventually she will also be able to be attached to units and other Heroes.

Focus: Health and Healing
Unique Tech: Fairy Droves now have a small chance to respawn each time one is slain.
Unique Bonus: HP of all units is increased by 10%
Unique Bonus: Regeneration Rate of all Fairy units is slightly increased.

Venus

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A returning Fairy Hero, Venus is a Queen of beauty and kindness, as well as a watcher of the Season of Spring. She wields a Great Fairy Sword and can attack enemies in Melee.

Focus: Rapid Summoning
Unique Unit: Great Fairy Swords
Unique Tech: All Fairy Battalion sizes are increased by one additional unit.
Unique Bonus: Great Mayfly Fairies now spawn double Mayfly Fairy Droves with each attack.

Sekaia

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A returning Fairy Hero, Sekaia is the Queen of winds and watcher of the Season of Summer. She harasses enemies with her ranged wind attacks and fast hovering speeds.
Focus: Ranged units
Unique Unit: Gale Boomerang
Unique Tech: Attack Range of all Ranged units is increased.
Unique Bonus: Great Dragonfly Fairy attack now has increased range and deals Knockback damage to units.

Xana

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A new Fairy hero, Xana is the Queen of Stray Fairies and the watcher of the Season of Autumn. She is rumored to be quite insane, and is not afraid to fight an enemy in hand to hand combat.
Focus: Stray Fairies
Unique Unit: Zirro
Unique Tech: Stray Fairies gain a Bubble Shield, making them very resistant to non-magic damage sources.
Unique Bonus: Great Butterfly Fairies now spawn twice as many Stray Fairies when slain.

Valfi

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A returning Fairy Hero, Valfi is the Queen of all Fairies and watcher of the Season of Winter. She is often isolated on a mysterious island in the ocean, rarely appearing on land. She is invisible to the eyes of most enemies, and can sneak up to unexpectedly attack them.

Focus: Stealth
Unique Unit: Mistwalker
Unique Tech: Fairy Droves gain Stealth.
Unique Bonus: Great Crystal Fairies gain Camouflage

And that is about it for the Fairies. As mentioned earlier, there are changes for several other factions coming in the pipeline but they are relatively minor in comparison to the Kokiri, Gohma, and Fairies. Perhaps it's no coincidence these three factions are so connected in their forest theme, geography, and lore. Regardless, there will be a new version of Hyrule Conquest soon introducing these changes, as well as other fixes and AI improvements Exodarion has been working on. The next time we have an article showing new stuff it will finally be for the brand new feature we've all been waiting for...

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Finally.

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