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Shadow Covenant Development Thread

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ISL

ISL

Level 13
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238

Shadow Covenant
by ISL
Techtree Contest #16 - Faith

185765-92c0eaf4028abc64b0a9aa1301a3fea1_tn2.jpg


Download at Shadow Covenant


About
A faction of religious dark elves who worship a pantheon of four Dark Divines.

Their tech-tree is divided into four different Cults,
each providing access to their own sets of units,
upgrades, technology and perks.

The player can produce a third racial resource called Faith,
which can be invested into one of these cults.

Background
The Shadow Covenant is the ruling faction of the Dark elves of Drottomar,
A majestic elven realm located deep underground.

Dark elves engage in frequent conflicts with the Shadow Demons,
A race of demonic horrors hailing from the darkness of The Abyss.

The Abyss is a vast demonic world located even deeper than the realm of Drottomar.
Its denizens constantly try to invade the mortal realm through numerous Rifts located around the world.

Full Feature List

Dark Invocation
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Dark elven Disciples can pray at Shrines to produce Faith.
Faith is a third racial resource used to unlock new Cult technologies.

Divine Favor [/size]
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Investing faith into one of four Cults increases favor with one of four elven deities.
This allows you to use the Divine Favor mechanic,
which lets you use powerful global abilities which cost Faith to be cast.

Artisanship
btnartisanship-png.370880

Dark elves have no regular shops.
Instead, they rely on talented Artisans to craft items for their heroes.
They also harvest a bit more lumber than usual.

Ritual of Evocation
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Instead of upgrading their main building, the Shadow Covenant performs a
Ritual of Evocation to reach the next technology tier.
Their main building can still function while this is happening,
It can produce workers, attack and cast spells.

Teleportation Link
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Dark elf main building - Nexus - can be linked to other Nexuses via a
Teleportation link, which allows you to teleport your units between bases.

Daemonic Invocation
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Dark elves can initiate summoning rituals at Shrines and Nexuses.
This grants them a unique way of training additional units:
Imps are summoned at Shrines and spawn in pairs,
Incubi can be warped-in almost anywhere on the map,
etc.

Unit Promotions
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Some units can be upgraded from one unit type to another.
Some promotions are meant to give you a smoother transition to later game,
Other promotions serve as the only way to acquire certain units,
And others are just straight up upgrades.

Shared Abilities
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A lot of units share common passive abilities with each other.
These include Armor of Dread for Dread units, Manaburn for Demon units,
Shadow Strike for Shadow units, Baneful Poison and Spider Venom for Spider units,
etc.

Dread, Fear and Terror
btnterror-png.370852

Warriors of the Cult of Dread use fear as a weapon.
They strike fear into the hearts of their enemies,
enfeebling them and causing them to flee in terror.

Martial Prowess
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Like all dark elves, members of the Cult of Dread strive for excellence in everything they do.
They strive to have the most powerful weapons and armor,
and spend most of their lifetimes perfecting their skills in combat.

Magic Supremacy
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Like all dark elves, members of the Cult of Darkness strive to be the best at what they do.
This includes the magical arts - Dark elf skills in the arcane are unparalleled.

Shadow Walk
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Assassins of the Cult of Shadows can shift in and out of the shadow realm.
This allows them to become invisible at will and maneuver around the battlefield unseen.

Elusiveness
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Members of the Cult of Shadows possess great mobility,
which allows them to excel at skirmishes, harassment and hit-and-run tactics.

The Swarming Brood
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Ra'Gathian spiders can easily outnumber any foe.
Their swarms ravage through the battlefield, leaving devastation in their wake.

Baneful Venom
btnqueenskiss-png.370859

While most of the arachnids used by the Cult of Spider do not boast much strength,
Their poison can severely weaken any foe before delivering the final blow.


Units and Cults

Cult of Dread

Cult of Darkness

Cult of Shadows

Cult of Spider

Hybrid Units


Cult of Dread
Followers of the Nightmare God, Xalanar,
are menacing warriors who inflict terror in the hearts of all who oppose them.

This cult provides powerful melee fighters capable of absorbing great amounts of
incoming damage while also negating enemy damage output.

01-shadow-guard-png.370338

02-abyss-guard-png.370339

03-dread-knight-png.370340


Cult of Darkness
Devotees of the Goddess of Darkness, Setta,
are powerful spellcasters who can cast an array of devastating spells and summon demons into battle.

They provide magical support for other units and can unleash
tremendous amounts of magical damage upon their enemies.

07-summoner-png.370345

08-sorcerer-png.370346

09-warlock-png.370347


Cult of Shadows
Worshipers of the Abyssal Lord, Du’ragh,
are agile and dexterous assassins who excel at swift combat and assassination.

They also possess great mobility and are able to pass though the shadow realm,
allowing them to become invisible and quickly maneuver around the battlefield.

04-scout-png.370351

05-stalker-png.370343

06-assassin-png.370344


Cult of Spider
Children of the Spider God, Ra’Gath,
are monstrous arachnids who are worshiped by some dark elves as sacred beasts.

This cult provides access to various specialized units, each possessing their own
unique abilities and providing access to new strategies.

10-queen-spider-png.370348

11-spiderkin-png.370349

12-broodlord-png.370350


Hybrid Units

Dread+Darkness
13-harpy-hag-png.370369


Dread+Shadows
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Dread+Spider
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Darkness+Shadows
18-shadow-stalker-png.370374


Darkness+Spider
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Shadows+Spider
16-widowmaker-png.370372


Strengths and Weaknesses

Variety and Replayability
A major feature of the race is how much playable content it packs.
You might need to play it a couple of times in order to experience it in its entirety.

Decision Making
Unlocking new technologies requires a lot of time and resources.
Poor decisions or lacking resource management can easily lead to defeat.

The race is also taxing on your micro-control.

Prosperity
Dark elf buildings provide high amount of supply,
Allowing you to forget about the food limitations.

Vulnerability
Any damage done to your buildings or workers can easily cripple you and your power growth.
3 out of 4 cults lack early base defenses besides their Shrines and Nexuses.

Power Growth
In addition to having high early game potential, the race growths more powerful as the game progresses.
Every new upgrade or unlocked technology is meant to give you an incredible sense of growth in power.

OP
The race has been made intentionally overpowered upon its release.
Certain features and abilities are more powerful than they are meant to be.


Lore and Thematics

Dark elves are not evil
Dark elves are depicted in many different works of fiction,
And almost always, they come off as exclusively evil.

An entire race hell-bent on revenge, a society of sadistic psychopaths,
A nation that is built on treachery and centuries of murder.

This is not the case here.
There is no slavery, no blood sacrifices,
Nothing of the likes.

Life of Excellence
Dark elves of Drottomar live immortal lives of wealth and prosperity,
They dedicate their lives to pursuit of greatness, excellence, or religious devotion.
No matter what they do - They must be the best at it. They must excel.

This concept is reflected in their gameplay:
Focus on melee infantry, and you will have the best warriors who can outmatch anyone in battle,
Focus on spellcasters, and you will gain access to supreme magical warfare,
etc.

Dark Elf Mythos
Setta, the Goddess of Darkness, is the prime deity of the dark pantheon.
She is regarded as the maker of the dark elf race, and holds the most power out of all four gods.
She holds unconditional love for all of her children,
and is often referred to as the Dark Mother, the Mother of Darkness, etc.

Du'ragh, the Abyssal Lord, is the antagonistic deity of the dark elven pantheon.
He is regarded as evil - The necessary evil, the unavoidable evil, the undeniable evil.
He is the antagonistic part of nature of the world and all who live in it.
He is also the maker-god of dark elves' prime enemy - the Abyssal Demons.
He is not worshipped by the dark elves the same way they worship other gods;
Instead, they regard him with respect, but they resist him and his influence.
That is the worship of Du'ragh.

Xalanar, the Nightmare God, was once a great demon who was
vanquished by a dark elven hero during one of the demonic invasions.
His spirit lingered in Drottomar, poisoning the realm with nightmares and waning its habitants' sanity.
The Goddess Setta captured his spirit, enslaving him, and binding the first demon to her will.
Now he serves the Goddess of Darkness and is a part of the dark elven pantheon.
He is the lingering dread that overcomes all unwanted guests of Drottomar,
He is the unseen menace that stalks every elven adversary,
He is the nightmares that plague everyone who means harm to the children of Setta,
He is the demonic guardian of Drottomar.

Ra'Gath, the Spider God, is one of the ancient titans known as the Fire Gods, or the Chaos Pantheon,
which was revered by the Orcs, Dwarves and many other Fire races.
When the war between the Fire Gods and the Elven Pantheon raged,
Ra'Gath was defeated by the goddess of the Dark elves.
He was imprisoned deep in the Undergrounds of the world, where the realm of Drottomar now resides,
and was later bound to the will of the Dark Goddess.
He is the maker-god of all spiders, the creator of the Underground world,
and was once the Corruptor God of the Chaos Pantheon.
After the War of the Pantheons, he now serves as the Gatekeeper of the Abyss.
His endless web lies above the maw of the bottomless Abyss,
And his children hunt and feast on any demon that dares to leave the demonic world.



Gamplay Tips

Note: These do not apply to every strategy.

1. Filling up Shrines with Disciples is just as important as filling up Gold Mines with workers.
It is crucial for you to maintain high Faith generation.
Every Shrine needs 4 Disciples to be fully effective.

2. Have 4 Shrines before you first tech.
Teching takes two minutes - 4 fully powered Shrines will generate ~1000 Faith in that time.
That is just enough for you to unlock new Tier-2 technologies.

3. Shrines can heal.
Every shrine is like your very own healing fountain in the comforts of your base.
They only need mana from Disciples in order to function.
Retreat to your base in order to heal back up - You have no other ways of sustaining your health in battle.

4. You have a thousand and one ways of harassing your opponent.
Swift units with invisibility, Flying Imps with magic attack at tier-1,
Queen Spiders who can prey on weak units and breed swarms of smaller spiders,
Incredible mobility and speed shared by most of your units,
You can even retreat to your base and heal up after every raid.
Make use of everything you have.

5. Dark elves excel at skirmishes.
Your units excel at swift combat with small numbers of units,
However, full-scale battles will require insane amounts of micro-control in order to win.
Use your mobility to force combat on your own terms.
Engage when you have the advantage, disengage when you don't.


 
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ISL

ISL

Level 13
Joined
Nov 7, 2014
Messages
238
Nice presentation, and some good simple ideas.

Also you've won me over with one short phrase:


That is my bag right there.
Thanks! I always liked the idea of having these hybrid units, but I could never find the best way to implement it.


The first progression system was a compressed version of the current one - You would spend a large chunk of Faith resource and gain a bundle of new units and technologies at once.

You could only pick 1 bundle out of 4 at Tier-1, which would define your starting units.

Upgrading to Tier-2 would allow you to pick one bundle of Tier-2 technologies,
but it would also allow you to pick all the other 3 bundles from Tier-1.

Unlocking a pair of Tier-1 bundles would give you access to a hybrid unit as a bonus;
Unlocking the third bundle would give you access to two more hybrid units,
and the fourth bundle would unlock the final 3 hybrids, to a total amount of 6. (you also get the entire Tier-1 unt roaster from the bundles)

To sum it up, all hybrid units could be accessed at Tier-2, and were mostly designed as counter-picks.

The moment you reach Tier-2, you could either invest into a proper Tier-2 bundle of advanced units and technologies,
or you could spend all of your Faith resource to unlock all 4 bundles from Tier-1, and have the most versatile unit roaster possible.


The current progression system is a decompressed version of the previous one - You spend smaller amounts of Faith resource to unlock individual units and upgrades.
The Bundles from the previous version have been broken down into Perks; You can find the new Perk progression in the main post.

I thought it would be a superior version until I actually tried it :/

Having individual perks instead of compressed bundles allows for more fluidity in your build, but it makes hybrid units less interesting.

You unlock them the exact same way you unlock any other core unit.
You don't unlock them as a bonus for combining different cults. (at least it doesn't feel like that for me)


I have no idea, and I can't seem to find it :/

 
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