As a counterpoint to a Lang-caste Nasonovian, a Stroth is an enormous powerhouse, built more for crushing than for precision. Standing heads above even the Hornet, very few Nasonovians take the steps to become a Stroth.
Squads in the military typically feature one Stroth per five Lang soldiers. Stroths utilize the heavy armaments a Lang can’t utilize easily: anti-vehicle, armor crushing and piercing, and bunker busters are among these. While a number of crushing weapons feature beam weaponry, their primary function is smashing things with their bulk.
Largo is the most immediate subordinate to Bass Hornet. Quiet and reserved, she holds a seat in the parliament and serves steadfastly at her Hornet’s side in battle.
As a unit in Starfall Dungeon, she has a single damage dealing attack with the rest of her utility being healing and drawing aggro from enemies.
I need to buckle down and get to work on my Xenoblade art…
Anyways, after stopping in on Dunban, Shulk and Fiora encounter Reyn playing about with the Monado before he and Shulk head off to the Tephra Caves on a supply run. Instead of doing that, however, I start beating on the wildlife and marvel at how much of a difference a single level makes in this game.
In the previous post, I mentioned that the initial design for a Lang-caste Nasonovian wasn’t particularly good (mostly because I got lazy and didn’t want to draw any more arms). I mentioned then that I had a better idea that I liked more.
Soprano Lang is a young girl and a combat prodigy. She has much to learn under the tutelage of the academy instructors and even the Hornet herself, but her quick-thinking and dedication to her craft offers her a promising career (Is that a thing people say?). She does have her mischievous side, however, and doesn’t hesitate to prank almost anyone around her.
Nasonovian children are extremely fluffy, almost to the point of obstruction. Many don’t wear clothing until later in their lives, once their fur becomes more manageable. Soprano, as a soldier-in-training, wears modified chest armor designed to fit comfortably around her childhood fluff. Originally, I tried to design her armor to make her look more like a bullet, but I didn’t know how to get it to look like how I envisioned it so I gave up.
I also drew her how she might look like in Hollow Knight: a ball of fur filled with sharp points and mischief.
As a unit in Starfall Dungeon, Soprano is a fast attacker with low health. Like Voyager, she has a massive variety of moves that allows her to function in a number of ways for the party.
After taking a trip into the past to see how Jin and Addam’s crew were like and then checking in on what Jin’s current crew were plotting, I wander about the first half of the Leftherian Archipelago for a while.
It’s been a while since I’ve drawn Bass Hornet and others of her species. She’s part of my old trio with Stark Bar and Morritriole.
As a unit in Starfall Dungeon, Bass provides a passive buff to the rest of the party. This buff is improved when effecting other bee-based units. She doesn’t appear in the Honey Yard of the Forest region, however; she’ll only appear in a later region following plot developments alongside Stark and Morritriole.
Bass’s name was originally conceived when I’d been kicking around a music-based game concept but then more and more aliens kept getting added and then I shifted over to another game idea starring them and now they’re in this game because I have difficulties with committing and focusing. The name stuck throughout and I’ve decided that the “Hornet” part is an honorific denoting the queen. All others of her species follow this naming structure: a personal name followed by an honorific denoting their role.
I’m thinking that the general species name would be “Nasonovian”, after the Nasonov gland and pheromone that determines swarming behavior.
Bass sits at the head of a parliament that is evenly divided among castes, ages, and societal standing. She makes the final and impartial decision on all matters brought before the parliament. She also serves as the military commander; her tactics are brutal and efficient, designed to minimize any suffering that might befall her people.
Cool and impartial, but deeply caring for her subjects: this is the nature of a Hornet.
Physical appearance is controlled by diet, though it takes a few years for changes in diet to reflect in their bodies.
Opus is an Evert, a male of the species. I don’t remember where I got “Evert” from; I think that it involves the sex organs of bees? Regardless, Everts are small and tend towards intellectual pursuits, like bookkeeping or cartography.
As a unit in Starfall Dungeon, Opus primarily dabbles in healing and debuffs as his stats aren’t particularly great.
While Opus does fulfill his work as an Evert, he has big dreams of becoming strong and serving in a combat capacity like a Lang.
Langs are the general combat caste of the species. Almost twice as tall as Everts, they’re fast and strong with keen senses and reflexes. They are not restricted to combat only, however, finding roles throughout their society.
In Starfall Dungeon, the Honey Yard is primarily populated by a generic Lang but there would be a superior, named version also available. However, I’m not sure about Coda’s design. She’s a bit basic and would probably need more of an overhaul to separate her from the generic version beyond a missing arm and an eyepatch (Honestly? I was just tired of drawing arms).
I do have another Lang that I quite like the look of, which I will put up next.
I’m going to preface this (and likely suffix subsequent videos) by saying that: I’m playing this with the Dolphin emulator because I (a) don’t want to spend hundreds of dollars to modify my 3DS to record the copy I own and (b) don’t want to buy a used Wii copy because it’s not like Nintendo will ever see that money.
The ending to Xenoblade Chronicles 2 put me in the mood to play the original, so here I am!
Some notes on how obtaining units would work and on the first two region concepts.
The first is notes on how obtaining units would work and there were two schools of thought there. One was to go the mobile game route with the random gacha system like Fire Emblem Heroes or the core crystals in Xenoblade Chronicles 2… and then I remembered that I -ing HATE that system and I would rather knit my own organs into a sweater than make players rely on it.
The second is the Pokémon route where you capture units in the dungeon with items after damaging them enough. Dynamic and controlled, which is far more fulfilling in my opinion. Plus, there’s no reason why I can’t keep a chance for units to come from the item pools.
Also, there’s a brief note on another function for the barracks: a training room to practice attack timing.
Then there’s some quick notes on the first two region concepts: the Forest and the Industrial Zone.
Each region has a number of sub-regions that are decided upon when the level is first spawned. Each level has different probabilities for selecting the sub-region, making the more unique sub-regions more likely the farther into the overall region you’ve traveled.
Different regions have different unit pools, of course. Fey units like Coby only appear in the Fey Grounds and bee-like creatures, for whom notes will be added later, appear mostly in the Honey Yard.
Past the Industrial Zone, I thinking about:
- a sprawling cityscape with streets and alleys, roofs, and the docks as sub-regions
- a castle with corridors, dungeons, and ramparts as sub-regions
- caverns with simple stone, volcanic, glacial, luminescent, and etcetera sub-regions
- maybe some deific area with mythology themed units?
- space might be a thing I get to eventually, considering the “lore” I’m stocking up on
- I should add a river sub-region to the Forest region. Maybe also to the caverns…
I should do the notes for the dungeon entrance and the store? workshop? next. And there’s still another bee unit I want to design before moving on from that.