Unit - Templar Knight - IMPLEMENTED

These suggestions are in the game

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Stratego (dev)
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Re: Unit - Templar Knight - ACCEPTED

Post by Stratego (dev) » Wed Apr 22, 2015 6:08 pm

(veteran version is added too)

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Re: Unit - Templar Knight - ACCEPTED

Post by Stratego (dev) » Wed Apr 22, 2015 6:12 pm

ok, but is it ok having 3 units of these kind? isnt there redundancy?
please check the stats of the crusaders - while i am putting in templar knight - we should make differences betw. them i suppose.

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Re: Unit - Templar Knight - IMPLEMENTED

Post by Stratego (dev) » Wed Apr 22, 2015 6:27 pm

up on server in 5 minutes.

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COOLguy
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Re: Unit - Templar Knight - IMPLEMENTED

Post by COOLguy » Wed Apr 22, 2015 6:46 pm

Thanks! Patroid's are campaign only, and I'm not 100% that they're balanced/make sense with the other units. But yeah, they should be different. :) I'll look.
Thanks!
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Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Alexander82 » Wed Apr 22, 2015 7:01 pm

Crusader might be able to convert but not heal (they fought to conquer for their faith, so it might have sense)

Btw, about the templar, hy don't you lower it's cost by 1?
so we'll have a templar with a cost of 4 and a knight templar for 5
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Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Alexander82 » Thu Apr 23, 2015 6:19 am

Sorry daniel, shouldn't the templar knight be produced at the church? (like the templar)
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ollie444
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Re: Unit - Templar Knight - IMPLEMENTED

Post by ollie444 » Thu Apr 23, 2015 5:36 pm

Agree with alex

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Re: Unit - Templar Knight - IMPLEMENTED

Post by Stratego (dev) » Thu Apr 23, 2015 6:50 pm

ok, what about only in church?
i set that.

on next version it will be like this.

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