The fallen king

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EldenLigna
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The fallen king

Post by EldenLigna » Fri Feb 28, 2020 9:11 am

Well this is my idea a Skeleton king

https://drive.google.com/file/d/1UiDKJm ... p=drivesdk

https://drive.google.com/file/d/1k1lPkQ ... p=drivesdk

Not much has changed but i hope it's good enough
Free edit If someone can make it better

Ctgry : infantry melee, undead, giant
Hp : 50
Atk pwr : 25 atk (2 enemy in lines with his great sword)
Rng : 1
Amr : 4/5
Pierce amr : 3/4
Spd : 3 water : 1
Sight : 6
Act/ turn : 1
Pwr rng : 1
Heal bns : 1.0
Spell ressistance : 70%
Dodge ranged : -
Dodge melee : -
Dodge counter : 50%
Size : 1×1
Builder : dark altar, n mansion
Bonusses
100% against building ( 25 )
200% against fortified building ( 50 )
700% against mega building ( 175 )
Pasive skill
- can sense a hiding unit
- terrifiying presence ( group aura )
* increasing nearby skeleton allies units by 3 on range 5
* decrease nearby enemy strength units by 1 on range 3
- regeneration 5 hp/ turn

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desatixix
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Re: The fallen king

Post by desatixix » Fri Feb 28, 2020 6:31 pm

Can't you see that you are being ignored? Your character will not be added if you do not make a useful contribution to the game
Russian fighter samye silnye :pirate: :twisted: '-'

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makazuwr32
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Re: The fallen king

Post by makazuwr32 » Fri Feb 28, 2020 7:20 pm

1. no negative auras. for now Alex, AoF design leader, is completely against them.
2. no positive auras for mindless puppets.
3. what the "2 enemy in the lines???" in this game you can't make for now that base attack will hit 1/2/7/12957 units only behind that target. and for aoe unit it will not fit. also because it is undead its attack must be weaker.
4. why armor 4/5 and p.armor 3/4? do you mean that it is upgrdadable?
5. too high spell resist for undead puppet.
6. "can sence hiding unit"? can see invisible units you mean? also it is not required because undeads already have 2 rather good stealth searchers.
7. why it has regeneration?
8. what cost should it have? 5 turns? 50? 500? 100500?

also how should it look like? mummy? skeleton? ghost? ghoul? abomination? arahnid? Typhoon, the fallen titan? Hades?
those images you've provided are bad and will not fit for the game.

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Savra
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Re: The fallen king

Post by Savra » Fri Feb 28, 2020 11:01 pm

Could look like one of these, non upgradable.

Image
Image
Image
Image

It doesn't have to be a skeleton either, could be similar to the necromancer being a king who sold his soul and kingdom for the sake of power. Could empower nearby puppets but not by use of morale but the use dark magic aura. It could have some special abilities that set it apart. Basically it could be apart of the fallen knights or main undead themselves.

State could be:

Cost:6
Train:dark alter, necropolis
Hp:40
Atk:16
Rng:1
Sight:4
Spd:3
Arm:2
P.arm:3
Res:80%
Abilities:
Dark empowerment-aura rng:4, causes nearby undead to gain +1 to speed.
Summon revenant guard: requires corpse, rng:1

Bonuses:
100% battering rams, siege equipment, buildings
250% fortifications
700% megas

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makazuwr32
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Re: The fallen king

Post by makazuwr32 » Sat Feb 29, 2020 4:38 am

That is better.

EldenLigna
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Re: The fallen king

Post by EldenLigna » Sat Feb 29, 2020 9:19 am

makazuwr32 wrote:
Fri Feb 28, 2020 7:20 pm
1. no negative auras. for now Alex, AoF design leader, is completely against them.
2. no positive auras for mindless puppets.
3. what the "2 enemy in the lines???" in this game you can't make for now that base attack will hit 1/2/7/12957 units only behind that target. and for aoe unit it will not fit. also because it is undead its attack must be weaker.
4. why armor 4/5 and p.armor 3/4? do you mean that it is upgrdadable?
5. too high spell resist for undead puppet.
6. "can sence hiding unit"? can see invisible units you mean? also it is not required because undeads already have 2 rather good stealth searchers.
7. why it has regeneration?
8. what cost should it have? 5 turns? 50? 500? 100500?

also how should it look like? mummy? skeleton? ghost? ghoul? abomination? arahnid? Typhoon, the fallen titan? Hades?
those images you've provided are bad and will not fit for the game.

1. Ok no negative auras
2. since he was revived, his master left his power in his (
skeleton king) crown before he died so I think his
strength came from his crown ( so he moves on his
own without a master)
and become part of the undead equivalent of the
necromancer. Might reduce the effect to 1( if you still
don't agree then just make it an active skill: "strength"
that only he can use on his own )
3. in my opinion he was carrying a large sword that I
named "great sword" which is bigger than a normal
weapon but not as big as a troll cave, making it able to
attack 2 enemies in 1 lane if possible, if not, no
problem, his sword is not as big as a trolls weapon
does not allow him to attack the enemy in the coverage
area so I just agree if this is removed it might replace it
with the active skill "wirlwind" I think it's a good idea
4. No, it's not like that I mean the armor is 4 or 5 and
pierce armor is 3 or 4 if it's too big both armor and
pierce armor then 2 armor and 2 pirece armor are not
bad because this unit is similar to imperial swordsman
but a little stronger both attack and armor
5. since he can move without his master then this is not
bad but if it is too high what if 50% because I avoid
converting units because I think controlling it is the
same as controlling the whole army that moves based
on the crown of the king (I intend to make a new camp
using this as the story begins from the life of the great
king to his life after becoming a skeleton king)
6. yes he can feel the hidden unit from their fear of him
(even though this is actually impossible in the real
world) if not it doesn't matter I just avoid this unit
being killed easily by a fragile but deadly assassain
7. I only make a difference with other skeletons rather
than eat up corpse, I better give regeneration
8. I'm sorry forget to add it maybe 7 or 8
Well act he a skeleton, so u know why i ask someone
redesign it right, i make that based on this image since
i can't draw diagonaly it's looks like 2d
https://drive.google.com/file/d/1e2jbXj ... p=drivesdk

- image (having an image ready for your ideas is strongly suggested but if you haven't one you should at least provide a concept for it)

EldenLigna
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Re: The fallen king

Post by EldenLigna » Sat Feb 29, 2020 9:26 am

Well like this is maybe

Not much has changed but i hope it's good enough

Ctgry : infantry melee, undead,
Hp : 50
Atk pwr : 25
Rng : 1
Amr : 2
Pierce amr : 2
Spd : 3 water : 1
Sight : 6
Act/ turn : 1
Pwr rng : 1
Heal bns : 1.0
Spell ressistance : 50%
Dodge ranged : -
Dodge melee : -
Dodge counter : 50%
Size : 1×1
Builder : dark altar, n mansion
Bonusses
100% against building, siege unit( 25 )
200% against fortified building ( 50 )
700% against mega building ( 175 )
Pasive skill
- regeneration 5 hp/ turn
Aktive skill
- wirlwind ( aoe reduce atk by 50% ) cooldown 3 turn
- strength use it by his own ( strength +3 ) this effect last 2 turns cooldown 4 turn

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makazuwr32
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Re: The fallen king

Post by makazuwr32 » Sat Feb 29, 2020 1:47 pm

1. Still too high attack.
2. No power range. It is not ettin to have that.
3. Why it has regeneration? Unless you can explain that no.
4. Whirlwind is already used on rather good amount of units. No.
5. What cost does it have? 7 turns? 13? 41? 279?
6. That "self strengthen". I just can't see why this unit has it.

With these stats it is just overpowered phantom blade dancer with few additional skills. No.
Previous suggestion is more unique.

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Alexander82
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Re: The fallen king

Post by Alexander82 » Sat Feb 29, 2020 3:40 pm

To me that kind of cursed elite units is overall filled by death knight and his companions (that are being implemented)

That unit seems more like a campaign unit that you might use as an undead unique leader (for those maps where you have to keep your hero alive).

In general I want to remove ot replace units with king in their name (for example I'll replace/rename orc/merlock kings with "overlord" or maybe with "commander" or "general").

So i suggest you to make this unit if you want to develop a campaign focused on it.
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Savra
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Re: The fallen king

Post by Savra » Sat Feb 29, 2020 5:48 pm

The one I suggested was something that could go in with the fallen order, being that it is a fallen king.

For base race I found we technically already have a sergeant like unit (technically).

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Alexander82
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Re: The fallen king

Post by Alexander82 » Sat Feb 29, 2020 6:31 pm

Yes, but I would avoid adding a king, if you have another concept for a member of thr death knights (for example a two hander like that one) we might go that way.
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Savra
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Re: The fallen king

Post by Savra » Sun Mar 01, 2020 4:21 am

Is this order supposed to be based on a group of knights or just individuals who have fallen, because an order of knights, fallen or not, still have a captain. And you can't say they can't have one because they are "puppets" because then they wouldn't be as good as they are now by that logic.

Also, don't we already have a two handed knight known as the blood knight?

I might make a Blight knight, dark knight, and Fell knight.

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Alexander82
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Re: The fallen king

Post by Alexander82 » Sun Mar 01, 2020 11:30 pm

You can consider their captain as the death knight (the first one to be made)

Anyway please don't make aura units like human ones for them as they would end up affecting other units that aren't meant to be affected by morale effects.

The main concept for the eath knight came from Dragonlance's character lord soth, The idea is that they are special undeads that were cursed and made terrible sins during their mortal lives and when they died that curse made them become sentient undeads (like vampires are) who can use spell-like abilities (like death knight fireball).
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Savra
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Re: The fallen king

Post by Savra » Mon Mar 02, 2020 1:48 am

Hmm, well I guess their is a point their. (You still need to change the chilled knights ability to an Ice one, fire just doesn't add up with chilled.)

I'm still going to make the fell knight though, just because I mentioned a long time ago that I would do it, it even has its own topic of I remember correctly.

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Alexander82
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Re: The fallen king

Post by Alexander82 » Mon Mar 02, 2020 7:16 am

Savra wrote:
Mon Mar 02, 2020 1:48 am
Hmm, well I guess their is a point their. (You still need to change the chilled knights ability to an Ice one, fire just doesn't add up with chilled.)
Fire? What fire effect are you talking about?
Savra wrote:
Mon Mar 02, 2020 1:48 am
I'm still going to make the fell knight though, just because I mentioned a long time ago that I would do it, it even has its own topic of I remember correctly.
I don't know the concept of the unit. Can you find the topic?

I suggest you to make a unit themed on a specific concept (e.g. Blood is focused on life stealing, death has fire effects, chilled on cold and so on).

I guess by the name "fell" that this unit is a reanimated knight but I haven't hints about its powers so let me know what your idea is.
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Savra
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Re: The fallen king

Post by Savra » Tue Mar 03, 2020 2:20 am

Alexander82 wrote:
Mon Mar 02, 2020 7:16 am
Savra wrote:
Mon Mar 02, 2020 1:48 am
Hmm, well I guess their is a point their. (You still need to change the chilled knights ability to an Ice one, fire just doesn't add up with chilled.)
Fire? What fire effect are you talking about?
Savra wrote:
Mon Mar 02, 2020 1:48 am
I'm still going to make the fell knight though, just because I mentioned a long time ago that I would do it, it even has its own topic of I remember correctly.
I don't know the concept of the unit. Can you find the topic?

I suggest you to make a unit themed on a specific concept (e.g. Blood is focused on life stealing, death has fire effects, chilled on cold and so on).

I guess by the name "fell" that this unit is a reanimated knight but I haven't hints about its powers so let me know what your idea is.
The chilled knight can shoot fireballs.

As for the fell knight, it's basically the humans drake knight but with a spear. (Base one, not imperial)
viewtopic.php?f=84&t=6036

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Alexander82
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Re: The fallen king

Post by Alexander82 » Tue Mar 03, 2020 6:13 pm

Any other suggestions? I want to keep the same kind of flavor and death knight should remain the best one at fighting.

I'd like a unit mounting another incubus-like horse or on foot with special abilities.
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Savra
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Re: The fallen king

Post by Savra » Sat Mar 07, 2020 3:29 pm

We could always work on the dark knight as well, by the way I take it that these will all end up a sub race won't they?

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makazuwr32
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Re: The fallen king

Post by makazuwr32 » Sat Mar 07, 2020 4:24 pm

I think that unholy knights must not be a "sub".
They should be for undeads same as for humans their special mounts like pegasus riders, drake knights and gryphon knights.

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Savra
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Re: The fallen king

Post by Savra » Sat Mar 07, 2020 4:34 pm

Oh good, the dark alter would have looked real empty without them.

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Alexander82
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Re: The fallen king

Post by Alexander82 » Sat Mar 07, 2020 4:35 pm

I was thinking to make for them the same way I will do for glades

They should both be like a sub but made by a small amount of units
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