Search found 922 matches
- Mon Dec 23, 2019 7:36 pm
- Forum: Balancing discussions
- Topic: Scalefolk rework
- Replies: 424
- Views: 66468
Re: Scalefolk rework
Damn, things sure have changed while I was away, lol. This rework looks super dope though. I've recently gotten back into this game (I always seem to get back into it every now and again lol, I've always loved it :lol: ) so why not hop back in here too? By the way - if anyone has the link to the dis...
- Mon Mar 18, 2019 2:35 am
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
Re: Full scaledfolk race remade suggestion
And what do you mean "how it was supposed to be"? If the Scaledfolk are the way they are now it's because everyone's ideas and merged them together to make them. So pretty much everyone's concept of what the race should be like is in the game already - balancing issues apart of course. I r...
- Mon Mar 18, 2019 2:32 am
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
Well against elves it is op. Because if curse is disenchanted than unit can instantly act. You make your unit invurable to arrows for turn, next turn you disenchant him and he can act again. This idea acts as curse+p.armor. If unit is disenchanted from curse it can instantly act. Then just make it ...
- Mon Mar 18, 2019 2:25 am
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
Re: Full scaledfolk race remade suggestion
Why go through reworking the race all over again if good balancing suggestions are right here already?
- Sat Mar 02, 2019 10:42 pm
- Forum: Scaledfolk
- Topic: Snakeman Shaman
- Replies: 26
- Views: 5617
Re: Snakeman Shaman
All of the suggested effects sound fairly simple except maybe for the dodge % increase thing.
- Sat Mar 02, 2019 10:36 pm
- Forum: Scaledfolk
- Topic: Basilisk
- Replies: 75
- Views: 11673
Re: Basilisk
Great to hear it! I've been wanting to see this unit in the game for ages now. Can someone that's a bit better on the graphical part work on the head like stratego suggested? After that it's probably ready to be put into the game! (probably at the Temple and/or Keep building)
- Sat Mar 02, 2019 10:32 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Drake Peak - ANSWERED
- Replies: 35
- Views: 6935
Re: Drake Peak ACCEPTED
So is this gonna get implemented? it's a really cool idea.
- Sat Mar 02, 2019 10:25 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
Re: Full scaledfolk race remade suggestion
This is looking good so far! So the balance changes for scaledfolk will FINALLY get implemented?
- Sat Mar 02, 2019 10:09 pm
- Forum: Human Technologies
- Topic: Coward's Reward
- Replies: 39
- Views: 6948
Re: Coward's Reward
Something like that. Or maybe something like, a soldier striking another soldier in the back with a sword (this sounds a bit complicate to fit in an icon though)
- Sat Oct 27, 2018 9:10 pm
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
it's not overpowered at all. It simply locks one SINGLE unit, taking magic resistance into account (so stronger units / valuable targets would pretty much never get affected because of their hight magic resistance), deals a moderate damage over time and even gives it total resistance to piercig dama...
- Sat Oct 27, 2018 9:06 pm
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42688
Re: Unit: Werewolf (Humans)
Invisibility gives this unit the ability to sneak into the enemy base and wreck hablo in werewolf form, easier to code. The vetraning feels like it might have a problem with the transformations. That's why I removed it and replaced it with Howl which gives allies a +1 to attack and inflict fear on ...
- Sat Oct 27, 2018 8:42 pm
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42688
Re: Unit: Werewolf (Humans)
Not too hard Yea ok :roll: :| Its been agreed its gonna be a simple werewolf Requires new coding and No one wants to do that after 3 years of it sitting That's why the zombie virus thing is on hold ( for a long time ) I'm sorry my dude, you might want to read the first parts of the thread, everyone...
- Fri Oct 26, 2018 1:01 am
- Forum: Scaledfolk
- Topic: Lizardmen Brute pack
- Replies: 151
- Views: 24233
Re: Lizardmen Brute pack
Looks legit!
- Fri Oct 26, 2018 12:57 am
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42688
Re: Unit: Werewolf (Humans)
It would be just simpler to have the werewolf part, no necessary transformation things. if it doesn't transform it is NOT a werewolf. Lycanthropes are beings that shift from animal (or partially animal) form to human form and vice-versa. D&D's description of it is pretty much that (and we all k...
- Fri Oct 26, 2018 12:44 am
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
It is not so complicated as you think. I was saying that 2 different and already coded in the game effects can't be applied by 1 spell - like burning and slowing or disarmor and curse. But if make new effect (and your freezing requires new effect as well) than it can do anything - damage unit, slow...
- Fri Oct 26, 2018 12:28 am
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42688
Re: Unit: Werewolf (Humans)
It would be just simpler to have the werewolf part, no necessary transformation things. if it doesn't transform it is NOT a werewolf. Lycanthropes are beings that shift from animal (or partially animal) form to human form and vice-versa. D&D's description of it is pretty much that (and we all k...
- Sun Oct 21, 2018 3:32 am
- Forum: Scaledfolk
- Topic: Lamia
- Replies: 38
- Views: 8313
Re: Lamia
The Lamia we're using actually isn't the female one, it's the dark-scaled serpent that uses magic weapons and frightens enemies :lol: there are different concepts for lamia, this one is the greek lamia, the "normal" lamia would be a medusa-like creature (that's probably the most known lami...
- Sun Oct 21, 2018 3:29 am
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
that would make the coding complicate. I say either use a more simple effect or go back to the freezing idea. it's much more original and interesting than just an aoe damage that reduces stats.
- Wed Oct 17, 2018 6:35 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
- Replies: 438
- Views: 56456
Re: Claws, Tails and Poison. Scaledfolk Race.
Wowwww it looks even more awesome!! Love it!
- Wed Oct 17, 2018 6:33 pm
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
After i thought a bit frost breath must be poison breath-like area attack that applies chilling effect. No initial damage. Chilling (effect): slows unit for 1 turn, damages it for 4 damage/turn and lowers damage by 4. Lasts 3 turns, can't affect undeads, demons, mechanical units, buildings (they do...
- Tue Oct 16, 2018 9:04 pm
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
I'm confused at what exactally this frost breath does... every post says something different. What does it do again??
- Tue Oct 16, 2018 9:01 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
Re: Full scaledfolk race remade suggestion
Yeah pretty much done. RN this is a priority so it should probably be worked on as soon as possible
- Tue Oct 16, 2018 8:54 pm
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
So it slows, lowers stats AND damages? ok, now that sounds a bit unblanaced unless it's a single-target ability. I remember suggesting something like that in another dragon topic and a lot of people said it was unbalanced, soo...
- Tue Oct 16, 2018 8:44 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
- Tue Oct 16, 2018 8:42 pm
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED
- Replies: 438
- Views: 56456
Re: Claws, Tails and Poison. Scaledfolk Race.
Same, I like the first grey dragon best. Also white dragon looks awesome, good job.
- Tue Oct 16, 2018 8:40 pm
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
Well, there's already a dragon that slows with its breath which is the storm dragon (it was meant to be a stun, a curse-like effect but it would be too op for an are effect so it was left as slowing). So this dragon is basically a slower, higher-cost copy of storm dragon...
- Tue Oct 16, 2018 3:04 am
- Forum: Archived - Scalefolk Units, Buildings
- Topic: Full scaledfolk race remade suggestion — ARCHIVED
- Replies: 74
- Views: 12260
Re: Full scaledfolk race remade suggestion
Love the new stats. Very balanced. Good job.
- Sun Oct 14, 2018 6:31 am
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
I don't like yoir idea of freezing. 1. It is a bit too powerful for on-hit effect 2. I don't like idea of spell that affects both your and enemies and that also adds lots of p.armor and stops unit. Also i have already idea for freezing effect: For few turns (1-2) it will lower actions/turn by -1 an...
- Sun Oct 14, 2018 6:20 am
- Forum: Human
- Topic: Unit: Werewolf (Humans)
- Replies: 185
- Views: 42688
- Sun Oct 14, 2018 6:18 am
- Forum: Scaledfolk
- Topic: Frost dragon
- Replies: 81
- Views: 12642
Re: Frost dragon
Exactally. not necessarily it's a complicate thing to do. it's basically a mix of poison, curse and armor increase effect. The units is paralyzed (curse), takes 5 damage per turn (poison) and gains +999 pierce armor (armor increase) for 3 turns. The only coding required would be merging those three ...