Merlock expansion - IMPLEMENTED

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Alexander82
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Merlock expansion - IMPLEMENTED

Post by Alexander82 » Fri Sep 07, 2018 8:29 am

I'd like to expand the merlock subrace

I've proposed the merlock leader in another topic and I'd like to discuss your suggestion for other units

I'd like to add a ranged unit but what i'm coming up to are 2 main ideas:

1) a trident thrower (that would end up being like the current unit so I should draw another image to make it melee)

2) a water spitter (similar to the archer fish that spit water to hunt for its preys)

Also I was thinking the race by adding a unit inspired by the goblin fish (you can search for images on google) that would be the merlock counterpart for goblins. One goblinfish unit might be a slave.

Aside from that I'd like a merlock using hooks and chains to slow down ships from a small distance (like if he was boarding them) and, maybe, convert them.

Let me know If you have ideas to expand the orcish "fleet".


Current units:


Water Goblin Harpoonist (possible alternative names Gill Goblin, Mer-blin)

Base
Image
Cost: 2 turns
Hp: 12
Attack: 6
Range: 4
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Spell resist: 0%
Elite
Image
Cost: 2 turns
Hp: 16
Attack: 7
Range: 5
Armor : 1
P. Armor: 1
Speed: 2 (water 5)
Sight: 6
Action: 1
Spell resist: 0%
Master
Image
Cost: 2 turns
Hp: 20
Attack: 8
Range: 6
Armor : 2
P. Armor: 2
Speed: 2 (water 6)
Sight: 7
Action: 1
Spell resist: 0%
Merlock chain fighter

Base
Image
Cost: 5 turns
Hp: 30
Attack: 8
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Elite
Image
Cost: 5 turns
Hp: 35
Attack: 9
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 5)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Master
Image
Cost: 5 turns
Hp: 40
Attack: 10
Range: 2
Armor : 0
P. Armor: 0
Speed: 2 (water 6)
Sight: 6
Action: 2
Spell range: 2
Spell chance: 20%
Spell resist: 0%
Special:
hold ship: enemy ships are stopped in place for 1 turn and their res spell is lowered by 20%, chain fighter speed is lowered to 0 (because he is tied to the ship) no cooldown.
Board ship: 5% chance to convert a ship. cooldown 5 (using several merlocks chain fighters together with hold ship will make converting easyer)
Water goblin servant
Image
Cost: 2 turns
Hp: 8
Attack: 3
Range: 1
Armor : 0
P. Armor: 0
Speed: 2 (water 4)
Sight: 5
Action: 1
Mend rate: 7
Spell resist: 0%
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makazuwr32
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Re: Merlock expansion

Post by makazuwr32 » Fri Sep 07, 2018 8:37 am

Than we need expand human fleet other races naval units first.
After that we can expand merlocks.

For example undeads, elves and dwarves have little chances against even current merlocks and i don't think that they will have any chances against merlocks after their expansion.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Fri Sep 07, 2018 9:27 am

I agree

I've added skeleton pirates for the same reason (I also added 4 slots in the ghost ship that can be entereb by skeleton pirates)

About elves we are going to add more things (especially from the rising elves part) and some special units like the electric heels that are perfect to counter merlocks. Also I'd like to put in the mermaid too.
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Savra
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Re: Merlock expansion

Post by Savra » Fri Sep 07, 2018 1:57 pm

I looked this goblin fish up but all I seen was a fish with a long nose. Mind showing a refrence?
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Savra
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Re: Merlock expansion

Post by Savra » Fri Sep 07, 2018 2:05 pm

They are known as aquatic or water goblins
Last edited by Savra on Wed Oct 31, 2018 3:23 pm, edited 1 time in total.
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Savra
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Re: Merlock expansion

Post by Savra » Fri Sep 07, 2018 2:58 pm

So basically you wanted something like this?
Btw I think your ranged unit should be a water goblin harpoonist.
Last edited by Savra on Wed Oct 31, 2018 3:23 pm, edited 1 time in total.
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Fri Sep 07, 2018 10:13 pm

Nice one

Can you make upgrades dressed like the merlock?
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Savra
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Re: Merlock expansion

Post by Savra » Fri Sep 07, 2018 10:39 pm

Ummm, maybe he might have to have a different upgrade look but all in all I'll try and make it similar.
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Fri Sep 07, 2018 11:32 pm

I'd like to make them similar because I don't think we'll have that many units
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 12:34 am

Ok how's this.
Last edited by Savra on Wed Oct 31, 2018 3:23 pm, edited 1 time in total.
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 12:37 am

Probably add a water goblin shark rider (drops a water goblin gutter), merlock anchormen (your hookmen), merlock scourge (mage)
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 5:52 am

Besides the pictures what should stats be?
Sea goblin Harpoonist+upgrades:
Cost:2
Hp:10/12/14
Atk:7/8/9
Rng:3/4/5
Sight:5/6/7
Spd:4/5/6
Arm:0/1/2
P.arm:0/1/2
Res:0%
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 8:25 am

Savra wrote:
Sat Sep 08, 2018 12:34 am
Ok how's this.
If you don't mind i'd like to make a try too
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 8:27 am

Savra wrote:
Sat Sep 08, 2018 5:52 am
Besides the pictures what should stats be?
Sea goblin Harpoonist+upgrades:
Cost:2
Hp:10/12/14
Atk:7/8/9
Rng:3/4/5
Sight:5/6/7
Spd:4/5/6
Arm:0/1/2
P.arm:0/1/2
Res:0%
I was thinking to use the same set of goblin archers since it is basically its water counterpart
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 9:22 am

Do you like these versions?
Attachments
Water goblin upgrade 2.png
Water goblin upgrade 2.png (18.1 KiB) Viewed 1263 times
Water goblin upgrade 1.png
Water goblin upgrade 1.png (17.99 KiB) Viewed 1263 times
Water goblin.png
Water goblin.png (17.94 KiB) Viewed 1265 times
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 10:41 am

I tried to improve the shading on the body since it was too dark
Attachments
Water goblin.png
Water goblin.png (18.04 KiB) Viewed 1261 times
Water goblin upgrade 2.png
Water goblin upgrade 2.png (18.1 KiB) Viewed 1261 times
Water goblin upgrade 1.png
Water goblin upgrade 1.png (18 KiB) Viewed 1261 times
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Re: Merlock expansion

Post by StormSaint373 » Sat Sep 08, 2018 1:46 pm

Also look up Sahaugin, and Kuo Toa!
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 4:24 pm

StormSaint373 wrote:
Sat Sep 08, 2018 1:46 pm
Also look up Sahaugin, and Kuo Toa!
Those both are fish people not orcish or gobilinoid. Could probably work as a hostile neutral.
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 4:24 pm

Alexander82 wrote:
Sat Sep 08, 2018 10:41 am
I tried to improve the shading on the body since it was too dark
Perfect.
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 5:29 pm

Could you make a water goblin with this kind of weapon riding a shark?

Kinda like these only riding a shark.
Goblin gutter.png
Elite sea goblin gutter.png
Master sea goblin.png
And is this the style weapon you wanted the new merlock you suggested to have?
LNJ_Museum_Weapons_HeroFULLRETINA_S6_0006s_0000_Dogshank-Anchor.png
Last edited by Savra on Wed Oct 31, 2018 3:24 pm, edited 1 time in total.
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 5:44 pm

Exactly!

That was the design I had in mind

I think it can be a mid range unit (like 3 at max level) with a sort of whirlwind attack or trample

About the shark riding merlocks I like the idea but those would be 100% water unit wouldn't they? Would you like a dismount stance to walk on land to (at 2 speed perhaps?)?
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Sat Sep 08, 2018 5:58 pm

I further adjusted the shading and the color (since the original armor of upgrade 2 was simlar in color to the goblin skin)
Attachments
Water goblin upgrade 2.png
Water goblin upgrade 2.png (18.12 KiB) Viewed 1237 times
Water goblin upgrade 1.png
Water goblin upgrade 1.png (18.04 KiB) Viewed 1237 times
Water goblin.png
Water goblin.png (18.04 KiB) Viewed 1237 times
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Savra
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Re: Merlock expansion

Post by Savra » Sat Sep 08, 2018 7:27 pm

Alexander82 wrote:
Sat Sep 08, 2018 5:44 pm
Exactly!

That was the design I had in mind

I think it can be a mid range unit (like 3 at max level) with a sort of whirlwind attack or trample

About the shark riding merlocks I like the idea but those would be 100% water unit wouldn't they? Would you like a dismount stance to walk on land to (at 2 speed perhaps?)?
They are shark riding water goblins who on death turn into a water goblin gutter who has that book weapon. Acts as a goblin spiked does only amphibious.
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Savra
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Re: Merlock expansion

Post by Savra » Sun Sep 09, 2018 3:49 pm

Just remembered merlocks live in swamps and water goblins live in rivers (water goblins are an actual thing in mythology) we could make them Croc riders instead and solve the land crossing problem.
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Savra
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Re: Merlock expansion

Post by Savra » Sun Sep 09, 2018 3:57 pm

I will make an attempt to make these to make things easier on you so you can make your modifications. Btw that water spitting ability could go to the water goblins as a researchable ability that does 8 true damage or something.
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Mon Sep 10, 2018 8:43 am

Oh I have edited lights/colors further. I think those should be final
Attachments
Water goblin.png
Water goblin.png (18.04 KiB) Viewed 1199 times
Water goblin upgrade 2.png
Water goblin upgrade 2.png (18.15 KiB) Viewed 1199 times
Water goblin upgrade 1.png
Water goblin upgrade 1.png (18.06 KiB) Viewed 1199 times
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Mon Sep 10, 2018 9:19 am

chain fighters
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merlock chain fighter.png
merlock chain fighter.png (18.66 KiB) Viewed 1199 times
Master merlock chain fighter.png
Master merlock chain fighter.png (18.87 KiB) Viewed 1199 times
elite merlock chain fighter.png
elite merlock chain fighter.png (18.73 KiB) Viewed 1199 times
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Mon Sep 10, 2018 9:56 am

Water goblin servant (water worker)
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Alexander82
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Re: Merlock expansion

Post by Alexander82 » Mon Sep 10, 2018 11:07 am

@Savra before making the riding water goblin I wanted to ask you a thing.

Water goblins are fast in water as merlocks are (level 3 has speed 6 in water) so the point of a riding unit won't be that of speed I guess (since it should be 7+ speed to make sense). In that case what do you suggest its role/stats to be?
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Savra
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Re: Merlock expansion

Post by Savra » Mon Sep 10, 2018 3:04 pm

Probably scouting or anti amphibious. It could be a crocodile rider so give him high bonus to aquatic and amphibious units that aren't ships were ships will have a smaller bonus.
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