Scalefolk rework

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Savra
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Re: Scalefolk rework

Post by Savra » Sun Sep 08, 2019 8:56 pm

Sea dragon.
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Savra
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Re: Scalefolk rework

Post by Savra » Sun Sep 08, 2019 8:59 pm

Updated.
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Savra
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Re: Scalefolk rework

Post by Savra » Sun Sep 08, 2019 9:33 pm

Red dragon.
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Savra
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Re: Scalefolk rework

Post by Savra » Sun Sep 08, 2019 9:37 pm

Updated.
That leaves 2 left. :lol:
Acid Dragon.
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makazuwr32
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Re: Scalefolk rework

Post by makazuwr32 » Sun Sep 08, 2019 10:11 pm

I really like design of that FEARSOME acid dragon!
Great work!

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Savra
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Re: Scalefolk rework

Post by Savra » Sun Sep 08, 2019 10:19 pm

Thx. :D

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General Brave
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Re: Scalefolk rework

Post by General Brave » Sun Sep 08, 2019 11:15 pm

You have done an amazing work on updating all the images, especially everything that I made.
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Sep 09, 2019 12:32 am

Thx, all I need to do now are the techs, and punji trap. Maybe turtlemen but that's up for debates.

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Savra
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Re: Scalefolk rework

Post by Savra » Mon Sep 09, 2019 1:34 am

Hmm....
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Kobald ascension 2.png
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Kobald ascension 3.png
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Snakemen ascension 1.png
Snakemen ascension 1.png (2.8 KiB) Viewed 495 times
Snakemen ascension 2.png
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Snakemen ascension 3.png
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Naga ascension 1.png
Naga ascension 1.png (2.82 KiB) Viewed 495 times
Naga ascension 2.png
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Naga ascension 3.png
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Scales upgrade 2.png
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Sep 09, 2019 1:44 am

Maybe these.
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Kobald ascension 1.png
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Kobald scales.png
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Kobald scales 2.png
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Kobald scales 3.png
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Lizardmen scales.png
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lizardmen scales 2.png
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Lizardmen scales 3.png
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Draconian scales.png
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Draconian scales 2.png
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Savra
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Re: Scalefolk rework

Post by Savra » Mon Sep 09, 2019 2:41 pm

Reptilian strength:
Reptilian strength.png
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Reptilian strength 2.png
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Reptilian strength 3.png
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Draconian Strength:
Draconian strength.png
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Draconian Strength 2.png
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Draconian Strength 3.png
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Savra
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Re: Scalefolk rework

Post by Savra » Tue Sep 10, 2019 1:23 am

Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?

In other words:
Image
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Image
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Image
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Image
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Image
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Image
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7
Image
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Image
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Image
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:
Image
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Image
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Image
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8
Image
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Image
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Image
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.

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Savra
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Re: Scalefolk rework

Post by Savra » Tue Sep 10, 2019 3:22 am

A peak at how the flying forms of kobalds will look, any thoughts?
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General Brave
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Re: Scalefolk rework

Post by General Brave » Tue Sep 10, 2019 5:24 am

Great work and ideas, plenty of these should work. Also not bad for the witch doctor.
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Savra
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Re: Scalefolk rework

Post by Savra » Tue Sep 10, 2019 2:28 pm

Thx, the kobald warrior, slinger, darter, and witchdoctor will all have the ability to transform into a flying form but they would be more vulnerable in that form. The welp, monitor rider, and spearmen are already amphibious so they don't need it.

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Savra
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Re: Scalefolk rework

Post by Savra » Tue Sep 10, 2019 2:35 pm

@Alexander82 what do you think of this idea?
Savra wrote:
Tue Sep 10, 2019 1:23 am
Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?

In other words:
Image
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3

Image
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5

Image
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Image
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3

Image
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5

Image
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7
Image
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3

Image
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5

Image
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
These require the above techs to work:
Image
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4

Image
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6

Image
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8
Image
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4

Image
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6

Image
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.

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General Brave
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Re: Scalefolk rework

Post by General Brave » Tue Sep 10, 2019 4:44 pm

Why those three exactly, also seems good.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Tue Sep 10, 2019 11:53 pm

I prefer different techs for different values (something that affects attack, something for defense and so on)
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Savra
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Re: Scalefolk rework

Post by Savra » Wed Sep 11, 2019 1:27 am

Well, I thought this might make things easier. I guess I'll start making the others.

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Savra
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Re: Scalefolk rework

Post by Savra » Wed Sep 11, 2019 1:38 am

Alexander82 wrote:
Tue Sep 10, 2019 11:53 pm
I prefer different techs for different values (something that affects attack, something for defense and so on)
Are the techs going to effect all units?
Hardened scales effects all their armour
Ascension effects all their attacks

Snakemen reflexes effects snakemen and nagas dodges?

Also, I take it that when you said they were supposed to be melee counterpart to elves, you ment they would have 4 speed like them too?

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Savra
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Re: Scalefolk rework

Post by Savra » Wed Sep 11, 2019 3:45 am

Alright, I've chosen 3 images for the strength techs out of the above images, here are the hardened scales upgrades.
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Reptilian Ascension 1.png
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Reptilian Ascension 2.png
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Reptilian Scales 3.png
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Savra
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Re: Scalefolk rework

Post by Savra » Wed Sep 11, 2019 4:00 am

Expert hunters tech.
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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Wed Sep 11, 2019 6:45 am

I was thinking to make some base techs affect all races while some will affect only specific subs

Kobolds, being the basic race, will have basic reptilian techs (e.g. Claws and bite for attack, better scales for defense) and those techs will affect all (or at least most) of other units

Other techs will be sub exclusives (e.g. Turtles will have extra armor that is turtle only) and will affect only that specific sub.
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Savra
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Re: Scalefolk rework

Post by Savra » Wed Sep 11, 2019 2:45 pm

So essentially,

Sharp claws 1
Rending talons 2
Peircing Talons 3

Leatherbacks 1
Hardened scales 2
Studded scales 3
Last edited by Savra on Sat Sep 14, 2019 6:37 am, edited 1 time in total.

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Alexander82
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Re: Scalefolk rework

Post by Alexander82 » Wed Sep 11, 2019 5:59 pm

Maybe not fetid xD
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Re: Scalefolk rework

Post by LordOfAles » Wed Sep 11, 2019 6:00 pm

Yeah. Fetid = Smelly asf.
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Savra
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Re: Scalefolk rework

Post by Savra » Thu Sep 12, 2019 1:08 am

:lol:
Just thought of something different, why would they have claw and tooth upgrades when they have weapons?

Wouldn't it make sense of they simply just made sharper stones and such for them?
Most tribes would chip rocks to make them sharper and more lethal and some people were better at it then others, it would make more sense for scaledfolk to act in a similar manner.
Last edited by Savra on Fri Sep 13, 2019 5:09 am, edited 1 time in total.

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Savra
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Re: Scalefolk rework

Post by Savra » Thu Sep 12, 2019 11:28 pm

Something like this kinda.
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Puss_in_Boots
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Re: Scalefolk rework

Post by Puss_in_Boots » Fri Sep 13, 2019 12:58 am

I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
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Savra
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Re: Scalefolk rework

Post by Savra » Fri Sep 13, 2019 3:52 am

Puss_in_Boots wrote:
Fri Sep 13, 2019 12:58 am
I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
What are you getting at?
Are we talking about my old idea?

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