tech: poisoned weapon - IMPLEMENTED

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DooM223
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tech: poisoned weapon - IMPLEMENTED

Post by DooM223 »

Some warriors have the opportunity of poisoning the enemy.Takes 5hp/turn. Duration of action: 3 turn.
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balint
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Re: tech: poisoned weapon

Post by balint »

this needs a new engine which is not implemented yet
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Stratego (dev)
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Re: tech: poisoned weapon

Post by Stratego (dev) »

this is not a tech but an ability that must be activated.
so some units have poison on them and they can poison the weapon that lasts a few turns.

and yes i am not sure i can configure this, but maybe (i can do very complex things :))

the point is: this is not a tech but an ability or spell, i will move it into a new section will be called abilities/spells.

btw: which race and which units u though having this ability?
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balint
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Re: tech: poisoned weapon

Post by balint »

i think orcs used poisoned arrows to compromise their poor skills
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Re: tech: poisoned weapon

Post by Stratego (dev) »

ok, which units among orcs?
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balint
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Re: tech: poisoned weapon

Post by balint »

the ranged warriors.
the orcs have archers too, but they are inefecrive and low ranged compared to himan. that is why they use poison on the arrows.
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max-damage
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Re: tech: poisoned weapon

Post by max-damage »

I agree...maybe undead archers, too, just by their infectious nature...
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Re: tech: poisoned weapon

Post by Stratego (dev) »

orcs have already a similar ability.
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Ness »

Currently this ability lasts 2 turns but only on 1 turn unit can poison enemy. I think at this ability should last 3-4 turns.
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Sunrise Samurai
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai »

Currently, poisoned weapon on most orcs is a total waste of time. Few enemies survive a master orc warrior hitting them already, and for any orc to cast it costs them a turn that they would do more damage in attacking.

As much as I don't know if it is a good idea to add even more power to orc units, I would like to propose we adjust this to be a permanent upgrade to all units that would have the ability. This means anything that would cast it on themselves now deals poison on every hit once researched. That would at least make this a useful upgrade.
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LordOfAles
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Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles »

This is supposed to be used against armored units and cavalry JUST BEFORE the battle, i still find it useful for me
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Sunrise Samurai
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai »

Yeah, that 1 turn window you may or may not have. I think it would be preferable to just give permanent poison, rather than need to cast it.
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LordOfAles
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Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles »

....

Anyways always seems too OP, maybe just prolong the duration to 5
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Alexander82
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Alexander82 »

I would simply 2 two things:

1) extend it to other subraces (goblins and such)

2) extend it to ranged.

This way you trade power for versatility.

You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
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LordOfAles
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Re: tech: poisoned weapon - IMPLEMENTED

Post by LordOfAles »

Agreed. and maybe prolong duration by 1 turn
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Sunrise Samurai
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Sunrise Samurai »

Alexander82 wrote:I would simply 2 two things:

1) extend it to other subraces (goblins and such)

2) extend it to ranged.

This way you trade power for versatility.

You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
Makes a lot more sense to give it to goblins anyway, both for realism (goblins are small and look for any edge they can get) and balance (goblins have less attack, so can actually benefit more)

Ranged: typically the ideal place for poison anyway, so good idea.
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Alexander82
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Re: tech: poisoned weapon - IMPLEMENTED

Post by Alexander82 »

Yeah. If Daniel agrees I'll simply extend poison to other orc units.
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