Knighthood - IMPLEMENTED

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Alexander82
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Knighthood - IMPLEMENTED

Post by Alexander82 » Mon Jul 31, 2017 8:43 pm

Inspired by that magic the gathering card:

Image

Researched at stable

Cost 8

Every knight unit gain 30% chance to avoid counterattacks
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Puss_in_Boots
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Re: Knighthood

Post by Puss_in_Boots » Mon Jul 31, 2017 8:54 pm

The image in the card would work great for a tech image.
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Alexander82
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Re: Knighthood

Post by Alexander82 » Mon Jul 31, 2017 9:17 pm

indeed
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Re: Knighthood

Post by Sunrise Samurai » Tue Aug 01, 2017 12:01 am

Somebody​ has been going through their card collection. To keep a little more true to the card, could it make knights deal counterattack dmg *before* attacking enemies damage it? This might be hard to add in, but it would mean almost dead enemies won't attack it unless they want to die without doing damage​.
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Re: Knighthood

Post by Stratego (dev) » Wed Aug 02, 2017 5:24 am

Very good! This could really be a first strike.

And for enchantment mechanism i thought a magical item that you can place near the battlefield that has a eg. 8 tile aura giving this eg. First strike.

Placing: a conjurer unit can spawn it there with either a big cooldown, or without cooldown but making these magical items "legendary" so you can not own more than one at a time.

Also the spell is a paid upgrade.

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Alexander82
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Re: Knighthood

Post by Alexander82 » Wed Aug 02, 2017 5:38 am

So first strike might work like a counterattack that act BEFORE the attacker attack?
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Re: Knighthood

Post by Stratego (dev) » Wed Aug 02, 2017 5:40 am

Yes, unit with first strike could counter before the attacker hit, but! Only if attacker has no first strike

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Re: Knighthood

Post by Sunrise Samurai » Wed Aug 02, 2017 1:11 pm

Make 2 versions. One that gives an aura for it, but requires spell upgrades to be enabled. The other to be either an upgrade to an existing unit, placed on a new unit, or a single target enchantment you can cast on your allies.
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Re: Knighthood

Post by Puss_in_Boots » Wed Aug 02, 2017 9:17 pm

I'm drawing the image, trying different tactics to draw better.
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Re: Knighthood

Post by Puss_in_Boots » Tue Aug 08, 2017 4:54 am

I can't get a good sword any tips or images I could cut off from?
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Re: Knighthood

Post by Detros » Tue Aug 08, 2017 10:26 pm

Puss_in_Boots wrote:I can't get a good sword any tips or images I could cut off from?
Heh, what about Knight image?

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Re: Knighthood

Post by Puss_in_Boots » Mon Nov 06, 2017 11:35 pm

2 months.
Has anyone got a good image yet?
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Alexander82
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Re: Knighthood

Post by Alexander82 » Tue Nov 07, 2017 7:14 am

what about that?
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Re: Knighthood

Post by Alexander82 » Tue Nov 07, 2017 7:17 am

Final stats:

Knighthood

Image

Cost: 8

Researched at stable or castle

All melee knights gain first strike (when attacked they deal their counter damage before the attacker damage).
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Re: Knighthood

Post by Alexander82 » Tue Nov 07, 2017 7:20 am

I was thinking it might not be balanced at the start cause pikemen were going to die without the chance to act as a counter but since most of anti cavalry have now range 2 is viable, also elven warriors can dodge counters with 80% chance after techs. The only problem is for undead spearmen but we are putting in phantom guard (where i remember there was an anti cavalry with range 2) so it should be solved soon.
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Re: Knighthood - FINALIZED

Post by Sunrise Samurai » Tue Nov 07, 2017 11:19 am

You might want to make some existing techs a prerequisite, to give opponents time to research the counter techs they would need. Dodge counter takes 18 turns to research, and reach probably won't be the first tech a human player goes for. I'd say​ make heavy knights a prerequisite, and it should make sense and be balanced pretty well.
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Re: Knighthood - FINALIZED

Post by Alexander82 » Tue Nov 07, 2017 1:19 pm

We can do it but I don't think it is much needed. Elves start with 50% counter already so they basically avoid 1 in 2 attacks. Upgrades bring it to 80% saving them 4 times over 5
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Re: Knighthood - FINALIZED

Post by General Brave » Tue Nov 07, 2017 2:35 pm

Paid upgrade? Does that mean I need a merchant, with a priest right next a Knight to activate the spell. Would this work on all calvary?
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Re: Knighthood - FINALIZED

Post by Sunrise Samurai » Tue Nov 07, 2017 2:36 pm

Just research it and all knights get it.
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Re: Knighthood - FINALIZED

Post by Alexander82 » Tue Nov 07, 2017 2:39 pm

Exactly
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Re: Knighthood - FINALIZED

Post by Stratego (dev) » Tue Nov 07, 2017 4:36 pm

i wanted to make the "first strike" literally a first strike (like it was in mtg)

so: if any nonfirststrike unit attacks a unit with first strike the attackel will get the first damage and attacker only damages after.

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Re: Knighthood - FINALIZED

Post by Alexander82 » Tue Nov 07, 2017 4:52 pm

Yes, this is how it is meant to work. I think that units, like elves, that have dodge counter should be able to dodge that strike.
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Re: Knighthood - FINALIZED

Post by Stratego (dev) » Tue Nov 07, 2017 5:16 pm

oh i read this: "Every knight unit gain 30% chance to avoid counterattacks" but maybe this was an old suggestion.

than ok, it is as you wrote later: "All melee knights gain first strike (when attacked they deal their counter damage before the attacker damage)"

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Alexander82
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Re: Knighthood - FINALIZED

Post by Alexander82 » Tue Nov 07, 2017 5:28 pm

exactly. I didn't update the first post
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Re: Knighthood - FINALIZED

Post by Alexander82 » Tue Nov 07, 2017 5:31 pm

Can i consider it accepted?
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Re: Knighthood - FINALIZED

Post by Stratego (dev) » Tue Nov 07, 2017 6:31 pm

yes!

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Re: Knighthood - FINALIZED

Post by LordOfAles » Thu Nov 09, 2017 8:04 pm

Change to ACCEPTED? Im pointing this out because daniel is probably typing "FINALIZED" in the "Search", and this takes up some space there
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Re: Knighthood - IMPLEMENTED

Post by Alexander82 » Tue May 28, 2019 3:50 pm

IMPLEMENTED
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