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Dev Diary #5 – Faction creation: Dwarves of the Underworld

Hello everyone, my name’s Tom Bird and I’m a senior developer at Triumph Studios. In today's Dev Diary, we will create our own faction — classical Dwarfs. We will also have a deeper look into the Forms and traits they can have. Together with Lennart I've recorded a special gameplay video where we take these for a spin in game. Check it out!


In the stream, my mission was to make classical Dwarves, as tropey as I could, so the Materium focus was a no brainer. Materium is all about the physical world, and how to manipulate it, it focuses on physical damage, though there is some fire later on when you start destroying sectors with volcanic eruptions!

The Industrious Culture​

The Materium culture is called Industrious, and it gives us a good starting point:

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Industrious armies sacrifice mobility for defensive power, and generally work best when they let the enemy come to them.

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The Anvil Guard is the starting front-line unit. It has a very high defense making him very resilient against physical attacks and can taunt enemies to force them to target him.

Like all Industrious units, he has the Bolstering passive:

Bolstering
  • Unit gains Bolstered Defense when it sustains damage. This works once per turn.
Bolstered Defense increases our resistance to physical damage, so this means that the more people who hit him, the tougher he gets!

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The Arbalest is our other starting unit. She can only fire once per turn, and her default attack does low damage. Her main strength comes from her Overdraw attack, which she can only use if she hasn’t moved during her turn. This means that she’s best placed behind the shield wall waiting for enemies to come to her.

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The Steelshaper is our support unit. Unlike most other support units, she does physical damage with her main attack, meaning Industrious units have no native way of applying non-physical damage. Her main strength is her Grant Defense ability, which allows her to add more stacks of Bolstered Defense to any nearby ally.

This can then be combined with Strength from Steel, which lets her convert those stacks of Bolstered Defense (as well as any gained from the Bolstering passive) into healing power and stacks of Strengthened to increase the unit’s damage!


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The Halberdier is our polearm unit, who sacrifices some defensive power for retaliation runes that reflect damage back on melee attackers. Typically you want this guy on the very front line, with a Shield unit in defense mode next to him, to boost his defenses.

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Not actually shown on the stream (I forgot to build them!) is the Bastion, a shield specialist who replaces the Anvil Guard’s taunt for the Inspiring Defense passive:

Inspiring Defense
  • When this unit enters defense mode, adjacent allies gain 1 stack of Bolstered Defense.
A couple of Bastions can easily stack big defensive buffs onto an army, which can then be converted by the Steelshapers into health.

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The Industrious culture also has this useful spell, which lets you take all of that defense and convert it to Strengthened and Fortune stacks, giving a big boost to damage and critical chance!

Form and Traits​

As well as a culture, we also get to choose traits and a tome to define our new Dwarfy faction!

First we pick our form traits!

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The default Body Trait for Dwarfkin is:

Tough
  • +2 defense to all units

This means we’re more resistant to physical damage, however Industrious already has a lot of physical defense, so we can get rid of this. Our problem is more magical attacks! So we replace it with:

Resilient
  • +3 status resistance

This helps our units resist status effects, such as being frozen or Sundered Defense, which could strip away the Bolstered Resistance that our units rely on.

The default Mind Traits for Dwarfkin is:

Defensive Tactics
  • Gains a non-stacking bonus of +1 defense and +1 resistance when adjacent to another unit with this passive.

So we take less damage in close formations. Since Industrious rely a lot on Shield Units, who can use their defense mode to protect adjacent allies, this is a very strong choice. However, we are Dwarves who live beneath the ground, so we replace it with:

Underground Adaptation
  • Units move faster underground. Also cities can build farms underground for more food, and the faction starts with the Excavation ability.

So we give up a powerful combat bonus, for a powerful economic one!

Society Traits​


As well as traits for our form, we can also choose traits that shape our society! These traits are associated with affinities, and since we’re using the Materium affinity for our culture, it feels appropriate to pick traits from that affinity as well!

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Great Builders is just so Dwarfy that it simply has to be chosen. Although we can build farms underground, quarries are also very useful and being able to get gold from them can be worth a lot of money which we’ll need for our armies.

Special Province improvements allow us to replace our boring old quarries and farms with Golem Enhanced Mines and Runecarver Encampments that generate extra resources, so having more of these is always useful!

Finally, starting with a workshop and walls will give a nice early boost to our city's economy as well as keeping us a bit safer to boot!

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Runesmiths was our other choice, a trait that supercharges our ability to deploy Unit Enchantments - powerful spells that grant bonuses to our troops. We will be able to research these faster and they will cost less mana for us to sustain, which given that upkeep is the major limiter in game of army size is a very valuable bonus!

As a happy coincidence, it also gives a bonus to our shield and polearm units, both of which we will be deploying en masse!

Tomes of Magic

The next big decision of our build is what tome we should choose! Since I was still in all-materium-all-the-time, I settled for the Tome of Enchantment:

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This tome is, unsurprisingly, specialized in deploying a lot of unit enchantments which synergizes nicely with our Runesmiths trait! It also has:

Spell Tempered Shields
  • Shield units gain +1 resistance, and grant +1 resistance to allies when they enter defense mode.

This enchantment helps mitigate the biggest vulnerability that Industrious armies have - weakness to magical damage.

We also get:

Sundering Blades
  • Melee units have a 60% chance to apply sundered defense to targets with their attacks

Sundered Defense means the target is more vulnerable to physical damage, which is handy since that’s the only sort of damage that Industrious units use!

Seeker Arrows
  • Ranged Units gain +1 range on all attacks
This only affects our Arbalests right now (Ranged Unit is a type, so it doesn’t affect Support Units or Battle Mage Units who also have ranged attacks), but +1 range is very useful - Players going for archer heavy armies sometimes pick this tome just to get their hands on that enchantment!

Summon Animated Armor gets us this guy:

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It’s a pretty normal Pikeman unit, not as good as our Industrious Halbardiers though it does have the advantage of being immune to status effects and morale. The main advantage though is that it is summoned instead of built in cities, making it much easier to deploy to locations away from our cities!

Awakened Tools
  • The affected city loses 20 stability, but gains 20 production and draft while this spell is running.

This spell is particularly useful on newly founded cities, allowing them to quickly construct new buildings and units. We’re still limited by the gold cost of these things of course, and with larger cities the stability cost can be too high for this spell to be useful.

Runecarver’s Camp
  • This Special Province improvement grants +15 draft to the city, and an additional +3 mana for each adjacent quarry. It counts as a quarry itself.
Normally you can only get mana from provinces by building conduits on mana nodes and magic materials, both of which are pretty rare, so the ability to get a bit more mana from our provinces is definitely helpful. Especially since it synergizes with Quarries, which our Great Builder’s trait has also granted gold income too!

Empire Tree​

Now that we’ve explained how we’ve made our Dwarf Faction, let’s have a quick look at some of the Empire Tree upgrades that we can take when we play with them!

When the game starts we’ve maxed out Materium, so we’ll be looking at that part of the tree.

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Military Engineering is a nice pick to grab early in the game, it gives us an edge for claiming terrain in the early game. Also, if an outpost has a Palisade Wall, that wall will also be present if the outpost is upgraded to a city, helping us keep our new cities safe.

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Our Great Builders trait lets us build Special Province Improvements faster, so taking Specialist Districts so that they also give us gold income makes a nice extra for us!

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If we had some spare imperium, the Rite of the Armorer would give us a unique piece of master crafted armor to give to our leader.

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Obviously, Dwarves should be masters of siege warfare, so this is a nice pickup for later in the game. Siege Projects can be very expensive!

The Future​

So what does the later game hold for our valiant Dwarves? I’ve already written too much, but I can show you a few glimpses of what’s available.

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We can transform their skin to steel to protect us from physical damage and poisons.

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The Tome of the Crucible lets us sweep whole provinces with Pyroclastic Flames and rain Meteors in combat.

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The Golden Golem is the most powerful Polearm unit in the game, capable of turning it’s enemies into golden statues.




And that’s it for this week. I hope you enjoyed this detailed look into how we designed our Dwarf faction and what they can do! Stay tuned for a new dev diary next week sharing more details about Narrative Events and consider adding the game to the Wishlist!
 
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I watched the video. But I'm not sure how many tomes can we get in one game normally. 9 or 11? Is it like 2*1tier, 2*2tier, 2*3tier, 2*4tier and 1*5tier?

It is 9, with the distribution you describe. It takes 2 T1 tomes to unlock T2, then 2 T2 tomes to unlock T3, etc.

HOWEVER, just because you've unlocked T2 tomes, doesn't mean you have to get one. You could get another T1 tome if you wished, so theoretically you could research all of the tomes in one playthrough!

Note that this is subject to change, because I have a sneaking suspicion that this will break the game in some fundamental way, but that's how it works right now!
 
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Lots to like in the DD and video. Golden golem looks awesome. What I particularly liked though was the ability to fully change your faction's name/leader title as well as the city management. The one pop per province seems like a nice evolution of PF's system, and the two build queues are of course a great improvement,

I want to say too that I love your style of dev videos! The first was obviously more manicured for a release announcement, but I liked Tom's chaotic energy as it seemed a little more natural and off the cuff. But both vids had the energy of some people playing a game they really like and are proud of, and I can't wait to try it!
 
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That does seem to disincentivise collecting a bunch of races to use ad your class units (or tome units) like in AoW3
and kinda leans more to Planetfall where it felt encouraged to stay as a monoracial faction
The thing is that collecting other Races allows you to cast different Race Transformations on them. Having several transformations provides variety in your armies in case you come up against a particular resistant force.
 
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Hmm, seems like no dreadnought-style steam and gunpowder so far. Maybe it's just in a not-yet revealed part of the tech tree, but I'm worried they were completely scrapped out or will only come in a DLC. Which, if true, is sad in my opinion.

That said, seeing the full customization system with all the sliders and options slightly alleviates my issues with Forms. While I still think it would be nice if they provided a bit of differentiation, there seems to be no egregiously logic-breaking in there.
I like how the cultural choices impact the playstyle though. Big plus for those!
 
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It looks to me that the game generally favors a more aggressive approach in combat than it did in AoW3 because, for one, the number of retaliations is limited to 1 (or 2 in case of industrial culture), two, flanked units don't retaliate, and three reducing the number of figures in a unit reduces damage output. AoW3 favored a more defensive approach since it allowed for multiple retaliations limited by AP, or in case of Tireless units unlimited. It forced me to think how to minimize damage to my own units while attacking, while now I believe I'll want to remove as many enemy units (or figures) off the field before the enemy turn, besides weakening them with status effects.
 
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That does seem to disincentivise collecting a bunch of races to use ad your class units (or tome units) like in AoW3
It does a bit yeah. In AoW3 and PF you would acquire other races to dynamically expand your options in game. In AoW4 you can dynamically expand your optionns by picking different tomes as you. You can still use units from other races and cultures, and your enchantments will still work on them, but transformations remain tricky.

So will there be no Dreadnought/Steampunk option this time around or will it be sold to us later?
It's not in the base game no, I'm hoping we can add it soon but we're still planning things out!
 
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are they all randomly generated, or are they from the races that the game comes with for you to play as? will one marauding army contain different races of human, or wil they all be the same?
Marauders & Free Cities not associated with a Player are randomly generated and no the system does not randomize Form Traits.

I wonder about something else while your main culture influences your starting units, does it also influence the abilities of Tome units? Like for example gaining the ability to get Tyrant Knights as a Industrial culture would grant them the Bolstering ability, that would be neat since that would make culture pick influence your game outside the early/middle game
One of the Cultural Researches that each Culture has is an Enchantment that enables you to extend your Cultural Gameplay/Gimmick to Tome Units (and other Units not part of your Race).

Doesn't it come from the Underground Adaptation mind trait?
The Underground Adaptation just grants you the Excavation Empire Skill at the start, instead of needing to unlock it.

Question: what does it exactly mean? and can a human also have a handicap? (I hope so).
Handicaps can increase or decrease the amount of damage done and taken. It's currently only possible to set it for Human Players but we're looking to see if we can extend it.
 
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Damn, lots of cool stuff to digest with this one, both with the video and the diary!

I get more and more impressed every time I see the amount of visual/cosmetic customisation options available when creating a leader and race; changing your rulers title, starting equipment, even your faction armour colour! There's already way more freedom then I thought we'd get, and there's still more to see!
The amount of combinations available when it comes to mixing Body Traits, Mind Traits, Cultures, Society Traits, and Tomes of Magic is staggering. And that's all before you even start a game! I can easily see myself spending as much time coming up with interesting races and sub-cultures as actually playing the game properly! :D
Although the effect of the "Steel Skin" enchantment looks a bit off-putting... I'm all for enchantments, I just worry that some of the visual effects might be a bit too much.

Something that turned me off AoW: Planetfall was the readability of the map and the UI in general; I'd honestly walk my units right past resource pickups or visit structures - sometimes even marauder armies! - and never even see them. For some reason, I just could not for the life of me pick out anything on the map, or identify certain UI elements. Although I know that's very much a "Me" problem more than anything.
Going by the video that comes with this Dev Diary, I won't have that problem in AoW4, which I'm delighted about. Everything on the strategic map pops out and can be easily identified at-a-glance, and the UI is clear and crisp- especially love the diplomacy screen! Might have been just me, but the diplomacy screen in AoW3 was really bloody confusing more than anything! This one is more compact and concise, and a big improvement (very similar to the diplo screen in the "Total War" games actually).
One thing I don't really like is the removal of the coloured tiles/hexes when moving a unit in tactical combat; the way the game would highlight tiles as green, yellow, or red to indicate how many action points the unit would have left if you moved it to that tile. The simple "pip" bar is a step backwards, if you ask me. I hope there's a UI option or something to use the coloured hexes instead.

To echo an earlier comment in the thread though, I am a bit worried about the apparent lack of anything resembling the Dreadnought class of AoW3; I would have thought the Industrious Culture and Tome of Enchantment would have been the options you pick that eventually lead to steam-powered tanks and gunpowder-armed musketeers, but it seems not. That's not to disparage the golems and playstyles they do offer - the Golems look fantastic and great fun to use - but I do really want my steampunk "pike & shot" armies. Hopefully we'll see them at some stage.

Bone Dragons are only Tier 3 now! Lord have mercy, what are Tier 5 units going to be like?!
 
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This game is looking better and better all the time. Eagerly awaiting the release in May.

During the video, there's a scene where he changes the animal his cavalry units ride. Can we get some more information about that? What kind of animals are available? Does it change based on form/culture? Is it purely cosmetic, or does the choice of mount effect your cavalry in some way?
N4noc and I answered this a bit in another Thread.
Can confirm you can swap out your races mounts. You can pick wargs, ponies, or boars etc. for your mystic goblins or dark elves. Mix and match what you want
As N4noc confirmed you can change the mount used by your race. Each Form has a preassigned mount which you can change when adjusting your Rulers and Army Appearance.
As you've spotted there's also Mount Traits for Nightmares, Spiders and others. These do have a additional effect on gameplay.
 
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Hi guys!

Glad you liked the dev diary :)

Excavation is skill that you unlock with Imperium, anyone can get it. Because we took the Underground Adaptation trait, we just get it for free at game start. It gives all units under our control the "Excavation" property, which just indicates they can excavate walls if they wish.

Bolstering is the cultural trait of the Industrious units. If you get a Pyromancer, it is not Industrious, so it doesn't have it. However, all cultures have an enchantment you can research that gives the culture's gimmick to all appropriate units. If I had that (I think I did in the stream, I forget) then all of my units would have had bolstering as well, including non-racial units like Golems and Elementals.
 
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This is a bit worrisome to me. Are there absolutely no Society Traits that have an effect in combat and that I would need to check for?

Also, how does this work with Transformations? If I apply Steelskin to the Stoneborn Dwarves, will it also apply to any other Dwarfkin units that I happen to own? How many different ethnicities are there in a realm: Does every free city have its own? do the bandits from one region have a different culture than the marauders in the next?

Some free cities have the same race's as the rulers (so you'll find one city with your own race, for example). Then the game makes a small pool of randomized races, and the free cities and marauders share those. So if you find a ice goblin free city, you'll also find ice goblin marauders hanging about elsewhere.

With Transformations, each faction has their own race, determined by their form (e.g. Dwarkin), Culture (e.g. Industrious) and Traits. So, just because another player has dwarfkin units, they're still of a different race. In theory, you could have 2 rulers who both made the same choices in the faction editor to make identical races, but they'd still be treated as separate races by the transformation system.
 
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I think the main reason is vast majority of playerbase represents 'boring mammalian gender binary' species.

Are there any mainstream games with 2+ genders to choose from?
The feedback isn't about 2+ genders, it's about creatures that don't have mammary glands such as Toads being presented with them instead of a manner more accurate to their real world counterpart. F.e. how in Planetfall Male & Female differences between Kir'ko were defined by a difference in caste colour (Females had a brown, more subdued colour) or the Shakarn with their Domok and Zardas classes (Male where burly/brawny while Females where more elegant in appearance).
 
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It's not in the base game no, I'm hoping we can add it soon but we're still planning things out!
Aaaw, not even a Musketeer unit? That's a bummer
They'd be a perfect fit for the Industrious cultures slow-moving, defensive armies

But I guess it makes sense that with the Commonwealths fall and the sudden abundance of powerful magic, technology would take a back seat for now
Here's hoping the Dreadnought units will make a comeback later, stronger than ever before through new and improved mana fuel cells
 
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I wonder, have you considered giving each culture also alternate aesthetics? I have to admit that when I read about industrious culture option, I imagined a more steampunky set of outfits. I think that some other cultures could also be designed in different ways. For example, desert barbarians would likely vary visually from arctic barbarians. A feudal culture has nice medieval European aesthetic but it would be cool if there was also a Japan or China themed set of armours.
 
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I wonder, have you considered giving each culture also alternate aesthetics? I have to admit that when I read about industrious culture option, I imagined a more steampunky set of outfits. I think that some other cultures could also be designed in different ways. For example, desert barbarians would likely vary visually from arctic barbarians. A feudal culture has nice medieval European aesthetic but it would be cool if there was also a Japan or China themed set of armours.
That's a lot of work and resources just for a skin for the troops.
It would be cool but I would rather have additional culture or tomes than that even if I have to pay for it in form of DLC. Specially with the confirmation that double affinity tomes are possible and we already see some cultures combining two affinities.
Also when (or if) the modding tools get released maybe some creative and talented person will make these cosmetic changes.
 
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I like this idea.

Lets me get all/more of the tier 1 tomes and doesn't force me up the tree if I don't want it.

Like, maybe I want that order tome from the dev diary, but also the matierium one with the extra draft from dev diary 5, and maybe one or two more, and it is nice I can do that it seems.
 
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This is the sorta commentary that's really just meant to be a harmless observation but will probably still rile people up ...
... why, if we are doing all sorts of crazy fantasy races, have they all got to be boring mammalian gender binary (at least as far as I've seen)? ^^;
 
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Every Thursday the wait becomes more unbearable. I want to play now! :D

A few questions though:
1. I was very happy to see that you can have bearded women. But can they also have all the wonderful long luscious beards like the men? And can women of other races also have beards?

2. I think it's great that you can choose the gender for your leader, but it seemed like you couldn't do so for your armies. Is there any chance that you'll add an option to have all units be female (like the Amazons), male or mixed like now?

3. You didn't show the hair (and beard) colors we could choose from, so I wanted to know if we'll also get to choose more unnatural colors like bright green or pink.

And yes, I do plan on making a race of bearded drag queens! ;)
 
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