Unit: Werewolf (Humans)

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dust-n-steel
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Unit: Werewolf (Humans)

Post by dust-n-steel » Fri Jan 30, 2015 9:09 pm

Like mentioned in the task list: the werewolf!

Image
Last edited by dust-n-steel on Sat Jan 31, 2015 2:35 pm, edited 1 time in total.
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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Sat Jan 31, 2015 8:55 am

cool!
suggestions:
- maybe it could be a little stronger in the upper body
- and we will also need a human form for it (it will be like the vampire, can change forms)

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Re: Unit: Werewolf (Undeads)

Post by dust-n-steel » Sat Jan 31, 2015 12:33 pm

Ok, with stronger body: Image
"human" form: Image
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Re: Unit: Werewolf (Undeads)

Post by patroid » Mon Feb 02, 2015 7:45 am

Hey wrong the human form is a human
Maybe with a old harmed shirt.

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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Wed Mar 18, 2015 8:19 pm

what stats did u imagined here?

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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Sat Mar 21, 2015 7:11 pm

Werewolves are natural enemies to vampires, i'd make it for another race...
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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Sun Mar 22, 2015 8:24 am

you be right... suggestions?
(or drop the werewolf idea?)

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ollie444
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Re: Unit: Werewolf (Undeads)

Post by ollie444 » Sun Mar 22, 2015 8:59 am

What about two techs, werewolf tech and vampire tech, but you can only learn one of them, and the other disappears, so effectively you choose which one you want.

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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Sun Mar 22, 2015 2:07 pm

I'd make werewolves for humans, or, if you think they have too much stuff, for orcs
I'd make a tech called "curse of the full moon" for the werewolves anyway
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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Mon Aug 10, 2015 10:30 am

i tried to make a werewolf too
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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Mon Aug 10, 2015 11:32 am

I think we should make it that way:

When the werewolf is in his human form is not visible from the enemy units (or it's visible only in adiacent tiles).
When the werewolf shift he can no longer go back in human form until he has enemies in sight (to avoid abuse of it's transformation)
When in human form he retain the same hp than werewolf form but has no armor and a single attack and his speed is 3
In werewolf form he gain armor (thanks to its thick skin) and its movement is 5. He also has a triple attack (two claws and a bite)
If a werewolf in human form is attacked he automatically transform into its werewolf form after the attack

What you think about it?
Last edited by Alexander82 on Mon Aug 10, 2015 4:54 pm, edited 1 time in total.
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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Mon Aug 10, 2015 4:54 pm

Human form
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Re: Unit: Werewolf (Undeads)

Post by TheBluePhoenix » Sun Aug 30, 2015 7:34 pm

I think we should make the conversion periodic(every full moon). every 3 turns he becomes werewolf has all abilities alex said and both vampires and werewolfs have 100% bonus against each other
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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Fri Sep 04, 2015 12:28 pm

I was thinking, about the werewolf and vampires rivalry, we might give them a special downside:

If a vampire and a werewolf are in adjacent tiles when you end the turns they attack each other; the same happens if they are in the same building. That doesn't happen if the werewolf is in his human form.

For the same reason i think they shouldn't be produced in the same building, or at least you can produce a vampire if you have a werewolf in that building, and also you can't produce a werewolf if you already have a vampire inside the mansion.
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Re: Unit: Werewolf (Undeads)

Post by ejm29 » Fri Sep 04, 2015 6:57 pm

I think werewolf's should be for humans. As, unlike vampires their not actually dead? (Though I may be wrong, im not expert on werewolf's :lol: )

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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Sat Oct 31, 2015 10:47 pm

Daniel what you think about that?
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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Sat Oct 31, 2015 11:25 pm

i like it, only we need good images for them (human form and wolf form too)

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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Sun Nov 01, 2015 12:54 am

Any suggestions for the image i've done?
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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Sun Nov 01, 2015 6:53 am

for the human i suggest starting from an existing unit on the big unit tileset of Tomatik.
for the wolf i suggest a normal wolf form, also can be found in Tomatic (maybe drawing it a little bigger)

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Re: Unit: Werewolf (Undeads)

Post by Alexander82 » Sun Nov 01, 2015 9:41 am

The werewolf should be a humanoid wolf anyway
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Re: Unit: Werewolf (Undeads)

Post by ejm29 » Tue Nov 03, 2015 9:03 am

I actually like patroids image for the wolf. I think it looks pretty human like while having the image of a wolf.
[Edit] please ignore this post. It makes no sense :lol:
Last edited by ejm29 on Tue Nov 03, 2015 5:04 pm, edited 2 times in total.

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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Tue Nov 03, 2015 4:55 pm

so u say dust'n'steel version of wolf (or approach) is not "realistic"?

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Re: Unit: Werewolf (Undeads)

Post by ejm29 » Tue Nov 03, 2015 5:01 pm

Oops, I ment I like dust"n"steel's version (don't know why I said patroids, he didn't even make one :o :?: )

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Re: Unit: Werewolf (Undeads)

Post by Stratego (dev) » Tue Nov 03, 2015 6:46 pm

ok. i like that too.

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Re: Unit: Werewolf (Undeads)

Post by zeadrien13 » Thu Jun 02, 2016 3:49 pm

And what about a tech that let you transform a converted human into werewolf? Or give the ability to your lich to transform an ennemy human into a friendly werewolf?

And about the werewolf it self, it would be cool if he was able to climb trough building.

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Werewolf ACCEPTED

Post by Skelegonsans » Sun Nov 27, 2016 11:48 pm

I have no idea which race this unit can go to... (Maybe undead or orc?) But id really like to see such unit in game. There ya go:

Werewolf (Human form stats. Even in human form, he is a fighter, but obviously weaker than in werewolf form.) (Cost: 6 / ground) (Can transform into a werewolf. Since there is no day/night heres my idea: when he transforms, he can keep transformed for as much time as he likes, but only up to 5 turns. Once he reverts (reverts automatically at the start of the 6th turn) the transformation will have to cooldown by an amount equal to the time he was tranformed. For example: he transforms into a werewolf for 2 turns. Once he reverts, the cooldown for transforming again is 2.)
Hp 24
Atk 9
Arm./p.arm. 0/0
Speed 3
Sight 5
Description: This man has the power to transform into a half-human half-wolf creature that is very powerful. Even in its human form, he still has some combat capabilities, though.

Werewolf (Werewolf form stats.)
Hp 50
Atk 10 (2 actions)
Arm./p.arm. 2/1
Speed 5
Sight 8
Description: A human in werewolf form. Incredibly strong and fast, but can't keep this form for long.)

What do u think
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Re: Werewolf

Post by Alpha » Mon Nov 28, 2016 2:35 am

Seems more undead
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Re: Werewolf

Post by MightyGuy » Mon Nov 28, 2016 5:46 am

Seems more Undead! But werewolf sounds in mythology... I suggest change the name into.... arccording to the race....

Human: Wolf Beast, Wolf Lord
Undead: Alpha, Alpha Wolf, Death Wolf
Orc: Warwolf, Fangs or Fangz or Fang
Elf: NightWolf, Alpha Wolf, Alpha
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Re: Werewolf

Post by Skelegonsans » Mon Nov 28, 2016 9:25 am

The names are all cool but imo the one that makes more sense is werewolf.
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Re: Werewolf

Post by Alexander82 » Mon Nov 28, 2016 10:52 am

I agree about the name.

The werewolf have already been proposed in the undeads section but i think that it isn't fit for the race (ok animated deads and demons but i think that a werewolf is a living thing and in folklore is an enemy for vampires).

I proposed human since it is a human that hift into a monster.
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