Vanishing needs to be fixed ( i think ) ANSWERED

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Menselot
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Vanishing needs to be fixed ( i think ) ANSWERED

Post by Menselot » Sun Oct 15, 2017 11:32 am

It will be better if vanishing instead of just killing the unit instatly to do something else...

Instead of dying the unit health will drop each turn (after 2-3 turns) and eventually kill it in 6-8 turns (1-3 damage) depending on the unit (an example for this mechanic is crumbling from the vampire counts in total war warhammer )

This mechanic is only for flesh and bone units (if ever spectral - ghost units are created by raising the dead the curent version of vanishing is fine)

For example:
Bone golems now will have the change to be in the map more than 3 turns but as the time pass the will die eventually(4-6 turns)

The damage that each unit takes each turn (and from what turn this effect starts) need to be discussed.

This effect will make other races to care about summoned units (forcing them to attack summoned units )and not just starting fleeing untill the dead are just a pile of bones again...
Last edited by Menselot on Sun Oct 15, 2017 4:56 pm, edited 1 time in total.
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Re: Vanishing needs to be fixed ( i think )

Post by Stratego (dev) » Sun Oct 15, 2017 1:33 pm

no, the vanishing needs to kill units regardless of the healing - it ment to be different as only a HP based effect.

you can flee from them, but if a caster "extends" the vanishing that it can be a mistake...

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Menselot
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Re: Vanishing needs to be fixed ( i think )

Post by Menselot » Sun Oct 15, 2017 2:02 pm

I mean the vanishing effect that skeletons have from raise the dead or skeleton golems so they last longer but easier to kill ...
I did a reasearch on the forum and i found a lot of units or spells that extend or decrease the duration of vanishing so yes what i said is wrong...
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Menselot
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Re: Vanishing needs to be fixed ( i think )

Post by Menselot » Sun Oct 15, 2017 2:16 pm

We can do something else to fix this..

Suggestions:

-The duration of vanishing can be extended
-Those extra turns the undead will take high damge (or have some other debufs as less attack power)
-Still the unit will be killed by the effect of vanishing and not
by his health that dropped to zero in (5-7) turns (this will still kill the unit but give the user more time to use it and still will give the other players a change to destroy it before it vanish )
-Roleplay: the undead can not sustain his life force and his body starts fade ...
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LordOfAles
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Re: Vanishing needs to be fixed ( i think )

Post by LordOfAles » Sun Oct 15, 2017 3:05 pm

Agreed with Daniel
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Alexander82
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Re: Vanishing needs to be fixed ( i think )

Post by Alexander82 » Sun Oct 15, 2017 3:44 pm

Vanishing doesn't apply on the reanimation spell.

The way to overcome vanishing is given by necromancer spells and soon from the spirit towers
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Menselot
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Re: Vanishing needs to be fixed ( i think )

Post by Menselot » Sun Oct 15, 2017 3:59 pm

So your plan is to have spirit towers near the bone golems so they never vanish and give the undead spells so they can extend the duration.

Well this solves the problem :roll:
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Re: Vanishing needs to be fixed ( i think ) ANSWERED

Post by Alexander82 » Sun Oct 15, 2017 8:29 pm

that is why it was proposed
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Re: Vanishing needs to be fixed ( i think ) ANSWERED

Post by Sunrise Samurai » Sun Oct 15, 2017 9:11 pm

Speaking of spirit tower, any ideas of when we will see it come around?
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Re: Vanishing needs to be fixed ( i think ) ANSWERED

Post by Alexander82 » Sun Oct 15, 2017 9:41 pm

I've made some json attempts for the effects. I think that tomorrow Daniel will start coding the stop vanishing effect
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