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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!


aow4-devdiary5-5.jpg

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.

aow4-devdiary5-7.jpg

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!

aow4-devdiary5-10.jpg

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:

aow4-devdiary5-11.jpg

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:

aow4-devdiary5-12.jpg

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?
You may like to read this, compiled by @ERICdb! Specifically,
Speculation

Tome Tier distribution
From both the aforementioned Gameplay Reveal, in which Tier I tomes appear, and from Dev Diary #1, which shows Tier II tomes (Although there's a missing Tier II Astral tome in the gif) it would seem that there are about 2 tomes per Affinity in both tiers. It is speculated that it would make sense if this repeated up until Tier IV, as that would leave one tome for each affinity for Tier V.
2 tomes * 6 affinities * 4 first tiers + 1 tome * 6 affinities * 1 last tier = 48 + 6 = 54.
*Speculation* Tiers I-IV have 2 tomes per affinity and Tier V has one tome per affinity.*Speculation*
Edited to add quote.
 
But you can make the one type of elves look different from another. Not only alters the choice of culture their appearance, you can alter their limbs, change skin colors, make short fat elves or tall skinny ones. This might not be your personal vision of shadow elves but it offer a cool full range of customization options which make me fear I will spend too much time with it, instead of just playing :D
Thank you again, I watch the video again and find what you said to me at 8:20, that's really cool and certainly what I ask for.
However, there are too few settings on race tab, can't design them freely as rulers, which I think a pity.
 
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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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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!
Though it might be hard to make your opponents wait until you have had time to unlock all tomes? ;)
 
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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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And asking questions about.

Like it was turn 47 I think and Tombles had 3 (?) Cities.

Is that typical? Higher or lower than average etc?

Get the feeling it's lower than average. Seemed more like he was playing for fun, or to get good footage for a video, rather than to win in the most optimal way. I wouldn't really mind if it were normal though, City spam is probably my least favorite part about Planetfall. Even after the colonizer nerf, you still want to pump them out as fast as possible. It'd be nice if you were choosing between the best locations for cities, rather than trying to occupy all the locations.

For my own part, I was a little sad to see that there's no gender toggle for the troop customization. Not that I really wanted to make me some muscle bound Amazons, but an option for a matriarchal faction would have been cool.
 
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Though it might be hard to make your opponents wait until you have had time to unlock all tomes? ;)
  1. Advanced Settings/Hotseat
  2. Play Everyone; Unlock everything
  3. ????
  4. PROFIT!!!​
:p
 
Do you need Underground Adaptation to get your starting city underground?

Nice diary, I like what I have seen!

One question: Imagine, I sit down and create a bunch of races/factions, will there be an option to transfer them to a friend, so s/he has the same races to choose from for future multiplayer games? Perhaps copy some files of a given directory or a button "transfer custom realms and races"? :D

Remember those four types of elves in the video? With this new great flexibility of race creation it would be great if we could easily share our creations.
It would be logical to have same-ish system as it is now in planetfall for lords/heroes (those are in -> ...\Documents\Paradox Interactive\Age of Wonders Planetfall\Lords).
 
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?
 
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?
The regular mounts appear to be horse, warg, and boar, and if you rewind a bit back to the part where they were selecting body traits, you can look at the bottom of the list and see nightmare and spider mounts as options, though they are partially obscured by the devs' heads.
 

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Its good to see the Dawi are here in force.
 
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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For my own part, I was a little sad to see that there's no gender toggle for the troop customization. Not that I really wanted to make me some muscle bound Amazons, but an option for a matriarchal faction would have been cool.
Yes, I feel the same way
It would of course mean that they have to double the amount of character models for the culture units, but it'd be really cool for further customising your civilisation
 
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This maybe an unpopular opinion, but i do hope they introduce some actual hard cap for the tomes. If i have to choose x number of tomes from the whole and my enemy have to do the same then it is guaranteed that the choices/options we made/had and the difference between us lasts till the end of the game. On the other hand, if i can research everything then it only matters at the beginning/mid game what choices i made. And we didn't even talked about how "experiencing everything" in 1 game would hurt replayability. I think this is the case when more is actually less.
 
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My personal opinion: I don't think a hard cap on tomes would be a good idea. If there is a concern about problems arising when too many tomes can be unlocked in the same game, then I would prefer a soft cap, where the research costs for each additional tome increase exponentially.
 
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The real cap on Tomes should be getting to the point where you have practically won the game before you even get to max out 25% of the 54 total Tomes. Scaling research cost on unlocking the next tome should definitely help with that.
 
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As far as I understand it, you need two tomes of every tier to unlock the next tier. Furthermore you unlock tier 4 and 5 by a given amount of affinity. The average game should take about that time you need to get to tier 5 tomes, just for the fun of it. So I guess it will be hard to unlock more than a handfull of other tomes anyway. It might be interesting to see though, if you can win a game with no tier 4+ tome at all, mixing affinities with tier 1 to 3 tomes. :)
 
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I don't see much of a problem in the absence of a tomes limit. The opportunity to research all the tomes is only theoretical. Even opening 1/5 tomes will require a long session. It is unlikely that deliberately stretching the game will be a fun experience.
Replay value and variety will not be affected, because the presence of rivals forces you to choose the most suitable tomes for your current faction in the first place, and not sequentially research all the tomes in a row. Researching the third tome of tier 1 instead of the first tome of tier 2 can make sense if you are sure that the bonuses received are really valuable for your faction. But researching tome 4 of tier 1 instead of moving to tier 2 is hardly a good idea, because the gap in the technology race with the rest of the players will already be solid. Everything needs balance. And yet it gives flexibility in gameplay. It will be sad if taking 1-2 extra low tier tomes will lead to the inability to take a tier 5 tome due to the limit on the number of tomes per 1 game.
I will not argue if the developers do introduce a tome limit, but I hope for a softer limit than 2x2x2x2x1
 
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Furthermore you unlock tier 4 and 5 by a given amount of affinity.
Very good news thank you! Also from the "Tomes of Magic - Info Compilation" topic we know that you can only pick one T5 tome. My biggest fears were obviously about the late game not the early game. You know the late game where your empire generate so much research point, that even the game changing spells/technologies are just a couple of turns. But only one T5 tome, and T4 tomes have affinity requirements dispels most of my fears.
 
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