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Faction reveal: the Wild Walkers

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11 years ago
Mar 15, 2014, 6:23:18 AM
Adventurer_Blitz wrote:
i suppose they may be frozen rivers, but their start and end points make them look more like roads to me




Compare it with the other river in the screenie (it even has a frozen waterfall =) ). Compare it also with the river on the far left of the Wild Walkers screenie from the Vaulters reveal. There, you'll find on the far left of the screen a river running through a high-elevation area that's snowy and finishes after running through the wasteland biome in the region to the far left and finishing just after it enters the main grassland region in the screen and empties into the sea. Those features all look the same.



That said, I can certainly see how it might resemble a road. One of the two immediately apparent in the Wild Walkers reveal screenie just happens to run through a city and so can be easily mistaken for something other than a river.
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11 years ago
Apr 1, 2014, 8:47:46 PM
maybe their unique building is some sort of counseling to help them overcome their problem?
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11 years ago
Apr 1, 2014, 3:49:43 AM
Like drug addicts trying to recover.
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11 years ago
Mar 30, 2014, 9:24:54 PM
Adventurer_Blitz wrote:
Death by lack of trees seems like an odd to way to die, though maybe the trees on Auriga are magic trees infused with dust?




I like the thinking.
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11 years ago
Mar 30, 2014, 9:21:17 PM
Death by lack of trees seems like an odd to way to die, though maybe the trees on Auriga are magic trees infused with dust?
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11 years ago
Mar 26, 2014, 8:24:26 PM
That and from what I have read, is having to leave the forests that are killing them.



Id love a kind of decent into dark elves kinda twist, where their own salvation also damns them.
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11 years ago
Mar 23, 2014, 1:05:14 AM
i think them going insane is what makes them more unique than the universally accepted wood elves.
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11 years ago
Mar 22, 2014, 12:12:36 PM
I really love the look of this faction. The bald heads with long, floppy ears are a nice twist to the usual elven appearance, and the long necks with what appear to be brass neck coils similar to those whorn by the Padaung or Kayan Lahwi of Burma suit them very well.
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11 years ago
Mar 18, 2014, 8:46:53 PM
looks really cold in those pictures, it would be interesting if there was a city preparedness value and you could get positive or negative bonuses based on how prepared your city was.
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11 years ago
Mar 17, 2014, 8:08:53 PM
PANCZASU wrote:
It ain't easy to steph'tease smiley: ohh I should know since I just tried it in this very post




First rule of steph'teasing: Never directly admit teasing. Either you did it right and they know or you did it wrong and you shouldn't shame yourself even more by proclaming the post was intended to tease.



Second rule of steph'teasing: Never tell directly the solution to your tease. Be careful to just lightly broach the subject, hint at possibilities.



Third rule of steph'teasing: Never do not offer s.th. people want to know and cannot know while you might indeed know. It must be believable and quite possibly true, but in any case it has to be ill defined.



Fourth rule of steph'teasing: Run once you see the pink princessification hammer of doom for saying "steph'teasing" all the time. smiley: sweat
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11 years ago
Mar 17, 2014, 7:54:23 PM
It's so nice to see someone still making picture analysis now that I can't!

Keep up the discussion, it's fun reading how you imagine the game to work when I already know when you are/aren't wrong smiley: sarcastic













(Yes... I'm trying to steph'tease, but I'm still a rookie at it)


It ain't easy to steph'tease smiley: ohh I should know since I just tried it in this very post
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11 years ago
Mar 13, 2014, 7:47:16 PM
The game site for EL has all sorts of lovely and intriguing bits on the Wild Walkers. You can check it out for yourself here: http://g2g.amplitude-studios.com/Games/Endless-Legend/The-Wild-Walkers



Among other background information, the faction traits appear to be as follows:



1. Battle Rage

2. Detect Prey

3. Forest Camouflage

4. Long Range Experts



I'd love to hear everyone's speculation as to what these abilities entail!



The reveal also details four units:



A. a hero named "Zaltana" - sounds nutty (yes, that WAS a weak attempt at humor)

B. the Agache Shaman

C. the Tenei Walker

D. the Dekari Ranger



When I get back from class, I'll update with some screen comparisons and more questions. For now, feast your eyes:



A snowed in (Dark Season or just arctic biome???) Wild Walker city:







The Quest Log!!! Neato!



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11 years ago
Mar 14, 2014, 10:18:00 PM
i suppose they may be frozen rivers, but their start and end points make them look more like roads to me
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11 years ago
Mar 14, 2014, 7:07:29 PM
Stealth_Hawk wrote:
hehe, I had the exact same thought when I first looked at this lol didn't see this before I made my post in the arachnophobia thread




I was going to post there, but didn't want to frighten anyone smiley: biggrin
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11 years ago
Mar 14, 2014, 7:05:10 PM
Adventurer_Blitz wrote:
no one else saw the little ''roads'' of shoveled snow leading away from the city so i thought i would point it out. something odd though, amplitude said that in the dark season, food would become more important to make, and armies staying in cities. i always pictured that armies would stay inside cities and everyone working far off tiles would come back to the center. however, to me the screenshot doesn't show any of this.




I'm not sure that I see any roads of shoveled snow. I see frozen rivers and snowed in exploited tiles (the tiles immediately surrounding the city). Are you seeing something I'm not?



As for the armies staying inside cities during the winter, my expectation is one of two things (or both):



1. Armies outside a city garrison during the winter cost more maintenance for every turn they finish on a map tile.

2. Armies outside a city garrison suffer a general handicap when engaging in combat during winter.
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11 years ago
Mar 14, 2014, 4:51:01 PM
Varadhon wrote:
3. Sorry, arachnophobes! (?) Seriously, that looks like something from a Babylon 5-inspired nightmare.







hehe, I had the exact same thought when I first looked at this lol didn't see this before I made my post in the arachnophobia thread
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11 years ago
Mar 14, 2014, 11:56:25 AM
no one else saw the little ''roads'' of shoveled snow leading away from the city so i thought i would point it out. something odd though, amplitude said that in the dark season, food would become more important to make, and armies staying in cities. i always pictured that armies would stay inside cities and everyone working far off tiles would come back to the center. however, to me the screenshot doesn't show any of this.
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11 years ago
Mar 14, 2014, 9:58:18 AM
Very nice graphics. The artwork in this studios names are top notch but now its put in a 3d perspective in a very demanding genre that of the Fandasy 4x



Eagerly waiting for more !
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11 years ago
Mar 14, 2014, 8:07:38 AM
Thoughts below =)







General thoughts:



I. There are numerous wind streaks and even what look like snowflakes here and there in the screenie. Does that mean that we get additional animated weather effects? If so, cool! Also, if so, why don’t the buildings in the city have snow on top of them?



II. All the borders here look like they are white, which would seem to mean one of four things:

a. This shot was taken using a method that allowing for disengagement of various parts of the UI, border colors included.

b. The screen shot is old and borders didn’t yet have colors assigned to them.

c. White is a player (human or AI) faction color.

d. White is a neutral affiliation with no alignment to any human or AI faction.



III. I love the way that the developers have played with the 3D terrain. The way that the city wraps around the cliffs is a great effect. Oh, and hurray for WALLS!





Numbered thoughts:



1. Wow, the border point between three regions.



2. This city appears to be built right along the edge of the northern border of the region it occupies. The tile where (2) is located looks to be immediately adjacent to a barony (a city hall even) and is not exploited. I would conclude that you therefore cannot exploit the tiles in a bordering region. This is precisely as stated in GDD 3 /#/endless-legend/forum/7-archives/thread/3589-el-gdd-3-the-world



3. Sorry, arachnophobes! (?) Seriously, that looks like something from a Babylon 5-inspired nightmare.



4. In both 4a and 4b there are what appear to be towers built on top of what look like ruins. 4a appears to be more developed than 4b. The Broken Lords city screenie also featured a tower-like structure built on top of a tile exactly like this. We know that watchtowers can be built on designated tiles not necessarily attached to cities (region buildings). I conclude that these are watchtowers and that the ruins-like tile feature indicates where they can be built. But, cf. the Wild Walkers screenie from the Vaulters reveal: there is a structure that looks like the tower in 4b, but it is not apparently built above one of these “ruins.”



||||||||||||||||||||||||||||



Broken Lords tower with ruins beneath ||||||||||||||||||||||||||||||Wild Walker tower w/o "ruins" beneath



5. Neato, scary ruins thing . . . I’d guess it to be an explorable quest location.



6. Melting metal? I’m assuming a tile special resource.



7. Agache shamans?



8. Dekari archers?



9. 9a and 9b appear to be the same sort of crystal resource. I’m curious to know what the “puddle” underneath the 9a is. I’m going to surmise that this MIGHT be the yellow crystal resource also shown here:





10. The same sort of thing as featured here in the Wild Walkers screenie from the Vaulters reveal? It’s kind of too unfocused to tell. See here for reference:





11. Same as 10?



12. An exploited (strategic?) resource in the form of a mine?



13. These are just really interestingly shaped features. They also make me wonder what this set of regions looks like when it ISN’T winter.
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11 years ago
Mar 14, 2014, 5:55:23 AM
1) Dark season, you're right smiley: smile But graphically it looks like winter.

2) Yeah, sure, I just wanted to say : don't have too much hope about what it could be smiley: wink Anyway, Amplitude has great developpers, so don't worry about awesomeness and such smiley: cool

3) Sometimes it's hard to be under NDA smiley: frown I would have so much to say :P (Yes... I'm trying to steph'tease, but I'm still a rookie at it)
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11 years ago
Mar 14, 2014, 1:35:32 AM
VieuxChat wrote:
Winter season smiley: wink (1)

I wouldn't start guessing what the faction traits would be (2), as they can drastically change before release. (3)

Believe me.




1. So . . . is it the Dark Season as per the GDDs or is it just "winter" now? Or are these two distinct things?

2. Party pooper! =) The basic purpose of releasing information is to generate market interest in and enthusiasm for the game. Encouraging our wild speculation about what newly released information means objectively serves that purpose.

3. Most of the people likely to be commenting here probably already know this, but it doesn't hurt to repeat it.
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11 years ago
Mar 13, 2014, 8:36:12 PM
A snowed in (Dark Season or just arctic biome???) Wild Walker city:


Winter season smiley: wink

I wouldn't start guessing what the faction traits would be, as they can drastically change before release.

Believe me.
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