Suggestion : Restoring Umber and Capitar

 

As Umber and Capitar are cut from main factions, it might be very fun to add back.

Some ideas I can think of: 

 

1) Capitar

+ special improvement for double gildars generation

+ special unit : mercenary (cheap, soldier but zero in production time, just need to be paid)

+special unit : Night Assassin (fast, deadly but expensive and will serve temporarily for x number of seasons / turn only )

+special hero skill : Bribe (can escape from battle (without scars) or convert lower level human enemies)   

 

2) Umber

+ special improvement: battle arena (scarify 1 hero to level up another hero - the winning hero level addup directly depend on the losing hero level ) 

+ special unit: Wolfman, a kind of werewolf / beast man,  that is strong and can regenerate life every turn in tactical battle but weak to holy magic

+ special hero skill : survival (ability to remove 1 lost-battle injury / defect every level up) - FE Heroes have too many scar nowadays  :grin:

 

hope this can contribute some of the points to make our long lost friends in WOM unique and come back.  

15,760 views 13 replies
Reply #1 Top

The nations are in the game, you just need to make a sov for them.  

Reply #2 Top

Having never played WoM, but messing around creating characters I realized there were two factions and therefore races not represented with a hero.

Is there some reason for this, perhaps in the lore?

I found this particularly interesting since one of the wonders is named after a Capitar settlement name.

Reply #3 Top

It was decided that those two factions were not unique enough and there was insufficient time and budget to come up with unique mechanics for them as had been done for the other 8 factions, so they were removed.

Reply #4 Top

i made a general sov with tactician and wealthy for capitar and a beastlord sov for umber.

Reply #5 Top

Quoting stein220, reply 5
i made a general sov with tactician and wealthy for capitar and a beastlord sov for umber.
End of stein220's quote

Exactly what I did.  

Reply #6 Top

Yep, I did pretty much the same myself. I don't see a problem with not having in game sovs for them. It encourages the player to mess with the custom sov feature. My Umber sov is a bandit lord instead.

Reply #7 Top

Please remove the Master Scout on Umber and give them a custom sov with new special trait/ability. Wargs and Horse resources are treated like food (each gives one grain to city).

 

BRING UMBER BACK!

Reply #8 Top

I bet they are going to be in the expansion as part of the plot. It's a good idea to make some suggestions, but who knows if the devs are even thinking about it yet?

Reply #9 Top

And what about the two factions that were in Ewom but got cut early on? Yoren for the kingdoms, not sure what the empire faction was called. Anyone got a good idea what would be thematically fitting builds for those factions?

Reply #10 Top

I like the idea of Capitar being able to bribe themselves out of a battle ^_^  (aka gold-costing retreat)

 

However, night assassin might work better for the Umber, imho.

I also like the idea of Horses and Wargs giving the Umber food instead of mounts :)  ... (perhaps *they* can use Skaths as mounts, as a natural ability perhaps instead of Master Scouts? Or as part of the race. Skath or Umberdroth perhaps ... probably can use Skath mounts, and can build Umberdroths, neh?)

Reply #11 Top

Already in love with most the ideas. I ll try Capitar with wealthy and tactician.

Reply #12 Top

 

Thanks all for the support. :grin:

 

Hope they will back to main page, bring back the old WOM feeling.

 

Not sure I am the only one feel like we are not doing enough faction difference?  I don't know but if you played the granddaddy - Master of Magic,

 you will understand my feeling.

 

I remembered factions are totally unique like dark elves has almost all the units doing ranged attack for the first 4 turns, all units / buildings are purpose color etc.

There is also a flying race, most of them can fly I think is  called kalkon or something like that which kind exciting and totally different even in tactical battles strategies.

 

Looking back FE, we only have 2 buildings theme - kingdoms or empires and units also look not much different which 1 or 2 special units, special skills or special equipment or special trait.

 

Not sure if Dev will consider doing some touch up to the units in future like

 

 1) Have 1 FACTION COMMON ABILITY like Tarth - we can do unit will have 1 starting range attack regardless of whatever tier (I admit this borrow from MOM's Dark elf first 4 ranged attack), maybe another faction all the units can do tunneling (moving underground without restriction of surface objects in battle field) then another one with  ability of simple evolve mechanism to beasts and another one probably can always escape in battle field like above "bribe" suggestion for Capitar.

 

2) Totally same skin colors for units for each factions, occasionally 1 very unique cosmetic difference like "tails" or "duck feet"? right now we have Magnar with "horns"

 

Reply #13 Top

This is not Master of Magic.