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Gondor Faction Plan


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#1 Mathijs

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Posted 08 November 2014 - 10:36 PM

GONDOR
 
HEROES
 
Beregond - 1000
Rank 1: Guard of the Citadel
Nearby structures gain +50% armor.
Rank 1: Fierce Loyalty
Beregond gains +25% damage and health when near Faramir.
Rank 3: Pin Down
Damages and pins down an enemy hero. 
Rank 6: Captain of the White Guard
Summons three Guards of the Citadel to aid Beregond in battle.
 
Boromir – 1600
Uses Fellowship texture from 1 to 5
Uses armor texture from 5 to 10
Rank 1: Captain of Minas Tirith
+50% armor and fear immunity to nearby units.
Rank 1: Horn of Gondor
Nearby enemies are temporarily stunned (effective vs. ALL ranks), friendly units temporarily gain +25% attack damage.
Rank 5: Veteran Warrior
Boromir dons his armor, gaining a permanent +30% armor bonus.
Rank 8: Last Stand
Boromir continues to fight after his health is depleted, gaining +200% attack for a short time before collapsing.
 
Faramir – 1200
Rank 1: Toggle Weapon
Rank 1: Mount 
Rank 1: Captain of Ithilien
+25% armor and 100% experience gain to Gondor Archers and Ithilien Rangers.
Rank 1: Wounding Arrow
Unchanged
Rank 5: Wizard's Pupil
Grants experience to units in a radius.
Rank 8: Men of Henneth Annûn
Summons a battalion of rangers led by Madril and Damrod.
 
Imrahil, Prince of Dol Amroth - 1800
Rank 1: Mount
Rank 3: Unscathed
Imrahil has a 50% chance to negate damage inflicted to him.
Rank 5: Amroth for Gondor!
Nearby cavalry gain -50% trample deceleration and added resistance to pikes (a lesser Glorious Charge).
Rank 7: Wise Counsel
Grants experience to units in a radius.
 
Gandalf the White - 5000
Rank 1: Chief of the Istari
Nearby units gain +150% attack, +150% armor, and +150% experience gain
Rank 1: Wizard Blast
Blasts back units in a wider radius (but dealing less damage).
Rank 1: Mount
Rank 3: Rejuvenation
Nearby heroes are healed and temporarily gain +50% attack.
Rank 5: Servant of the Secret Fire (Bubble)
Gandalf temporarily gains +600% armor
Rank 8: Flame of Anor
Istari Light with increased radius and increased damage vs. Balrogs and Nazgul.
 
SPELLBOOK
 
Heal (1pp)
Unchanged
Beacon of Gondor (1pp)
Summons a Beacon of Gondor. Nearby friendly units gain +50 armor, nearby enemies lose all leadership.
Guards of the White Tree (3pp)
Enables a battalion of Guards of the White Tree to be recruited from the citadel. Grants defensive bonuses to nearby structures.
The Red Arrow (3pp)
Summons Rohirrim.
Lands Kept Safe (4pp)
Stoneworker and Marketplace upgrades are 50% cheaper.
Cloudbreak (6pp)
Unchanged
The Grey Company (6pp)
Summons two battalions of Dúnedain Rangers, led by Halbarad.
The White Wizard (15pp)
Unlocks Gandalf the White
 
UNITS
 
Gondor Spearmen (300)
Anti-cavalry unit. Requires rank 2 Barracks.
May receive Heavy Armor, Forged Blades, and Banner Carrier upgrades.
 
Citadel Guards (800)
Elite unit. Requires rank 3 Barracks. 
May receive Banner Carrier upgrade. Limited to 5.
 
Guards of the White Tree (FREE)
Slow-moving, tough unit. Strong vs. heroes and monsters. Limited to 1.
At rank 1, has 'Faithful Guardian', granting nearby structures +150% armor.
At rank 3, gain 'Undying Hope', granting nearby heroes +10% to all stats.
 
Knights of Dol Amroth (800)
Elite unit. Requires rank 3 Stables.
May receive Banner Carrier upgrade. Limited to 3.
 
BUILDINGS
[no changes]

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#2 numan

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Posted 14 November 2014 - 10:05 PM

I have a question.Where is  gandalf's  lightning sword and word of power spells?Why did you cancel them?


Edited by numan, 14 November 2014 - 10:06 PM.


#3 Mathijs

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Posted 14 November 2014 - 10:33 PM

Because we're moving away from army-killing powers. We want heroes to fill more of a support role. SaF Gandalf is one of the most powerful offensive heroes still, though. Wizard Blast and Flame of Anor are potent spells, but they won't destroy whole armies.


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#4 numan

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Posted 14 November 2014 - 10:36 PM

Oh ok I understand.But lightning sword is not an army-killing power.You might add that spell to gandalf.



#5 Mathijs

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Posted 14 November 2014 - 10:41 PM

It's not army-killing, no. But we want Gandalf to be more support (like he was in the books and films), so it had to go to make room for Rejuvenation. I suppose we could replace Servant of the Secret Fire with Lightning Sword, but that would give him 3 powerful offensive spells, which goes against our initial design ideas. SaF altogether is going to be less flashy and fast-paced than vanilla, I think. It might not be for everyone initially but I am confident the gameplay will be interesting and refreshing.

 

We might give Lightning Sword to Gandalf the Grey in the campaign though (for obvious Balrog-related reasons :p).

 

By the way, got any ideas for the missing Gondor spellbook power?


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#6 numan

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Posted 14 November 2014 - 10:48 PM

Adding 'land' power may be good for balance.Or if you dont want it,some kind of repair thing for structures will be good.

By the way,yeah gameplay will be interesting with that changes :)


Edited by numan, 14 November 2014 - 10:49 PM.


#7 Mathijs

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Posted 14 November 2014 - 10:51 PM

There's no land powers in SaF because we think they're too buggy to really work with (coding-wise). Instead, each faction gets a so-called 'monument'. 

 

Gondor's is:

Beacon of Gondor (1pp)
Summons a Beacon of Gondor. Nearby friendly units gain +50 armor, nearby enemies lose all leadership.

 

It's basically the same thing as Land, but more flexible and less of a coding nightmare.

 

I was thinking a power that stations, say, 4 Fountain Guards at Farms or something.


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#8 numan

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Posted 14 November 2014 - 10:56 PM

Yeah calling some kind of units will be good



#9 numan

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Posted 15 November 2014 - 01:07 AM

%150 armor(gandalf's leadership) is too much I think.It may ruin the balance.



#10 Mathijs

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Posted 15 November 2014 - 01:09 AM

All variables are subject to change once the next version is out and we get some balance testing going.


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#11 MattTheLegoman

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Posted 15 November 2014 - 06:41 AM

I wouldn't use Fountain Guard or Citadel Guards on farms - more likely they'd be at the citadel. =p

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#12 Mathijs

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Posted 15 November 2014 - 10:58 AM

That's a bit of a lame power to get, though. :p

 

Any suggestions?


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#13 GhostOfDurin

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Posted 16 November 2014 - 02:24 AM

How about "Ambush" which spawns in two units of ithillien rangers for a few minutes. Maybe you could make them stronger somehow, since its an ambush and they'd be able to take out more than in a normal instance. If not, then just go with regular rangers.


Edited by GhostOfDurin, 16 November 2014 - 03:09 PM.


#14 numan

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Posted 18 November 2014 - 11:17 PM

How is gandalf's flame of anor skill reload time?Is it same as vanilla or less or much more?Also his wizard blast skill.

And saruman's fireball, wizard blast skills.How much reload time are they?



#15 Mathijs

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Posted 18 November 2014 - 11:20 PM

We don't know yet.


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#16 Kwen

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Posted 19 November 2014 - 08:39 AM

That will come down to balancing.

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#17 numan

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Posted 24 November 2014 - 10:48 PM

Hi guys.I have an idea for boromir.You may  give him ''for gondor'' skill at 10 level which is charging infantry with cool effect.It gives them some leadership.What do you think about that?


Edited by numan, 24 November 2014 - 10:48 PM.


#18 Mathijs

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Posted 24 November 2014 - 11:12 PM

Have you been playing TDH? :p


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#19 numan

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Posted 24 November 2014 - 11:36 PM

Haha yeah I have been playing TDH.There are a lot of nice stuff in that mod.I think this 'for gondor' thing is really nice.Until gondor has gandalf , boromir breast his army^^.


Edited by numan, 24 November 2014 - 11:37 PM.


#20 numan

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Posted 24 November 2014 - 11:46 PM

I just want 2 spell my friend.''For gondor'' for Boromir.Lightning bolt or something like that for saruman(not as army killer spell.Just killing a half of horde,and high damage to heroes)Come on man.I understand you wanna make more balancing mod.But everyone want cool effects in mod.Can you consider about this ^^ :)






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