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Re: Unit: Werewolf (Undeads)

Posted: Wed Mar 07, 2018 3:48 pm
by StormSaint373
When can this get implemented?

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 21, 2018 4:29 pm
by Skelegonsans
I've been slowly losing hope that any new ideas will actually get implemented at this point, to be honest. A ton of time passed since this idea has been presented, approved and pretty much ready to implement, and same with many many others, yet nothing yet. Just saying.

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 21, 2018 4:36 pm
by samuelch
I feel that too sometimes, but I never lose hope. Some new ideas still get implemented in slower pace. I don't know what's the reason.
Welcome back. :)

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 21, 2018 4:53 pm
by Skelegonsans
thanks, I kinda disappeared (again lol) mostly because of testing (high school 100% sucks :lol: ) but now I'm active again. Gonna keep an eye on threads like this one. Maybe something will get implemented soon

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 21, 2018 7:20 pm
by General Brave
Is this entirely accepted or okay by Alexander. If not send him a message.

Re: Unit: Werewolf (Undeads)

Posted: Wed Apr 25, 2018 7:49 pm
by Skelegonsans
I still don't think it has been clearly decided where this unit will be though. For example, it apparently was agreed on that it would be a human unit but it still counts as an undead unit in the topic title.. :? (I still think it should be human BTW) so it's a bit confusing-

Re: Unit: Werewolf (Undeads)

Posted: Wed Apr 25, 2018 11:30 pm
by General Brave
I would considerate as human.

Re: Unit: Werewolf (Undeads)

Posted: Fri Apr 27, 2018 10:43 pm
by Puss_in_Boots
Humans hate vampires.
Werewolves hate vampires.
I'd say they can be human race units. They lack any REAL fantasy creatures.

Re: Unit: Werewolf (Undeads)

Posted: Fri Apr 27, 2018 10:49 pm
by Magnus
Well the werewolf is a transformed human after all

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 28, 2018 12:55 am
by Skelegonsans
Exactally. Which is why I think they should be in humans

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 28, 2018 4:52 am
by makazuwr32
Puss_in_Boots wrote:Humans hate vampires.
Werewolves hate vampires.
I'd say they can be human race units. They lack any REAL fantasy creatures.
Uhm.. 2. mages, 2 dragons. They are not fantasy?
Did you see in real life dragon or mage?

I also agree that this one can be humans unit but this is not an argument.

Re: Unit: Werewolf (Undeads)

Posted: Sat Apr 28, 2018 2:58 pm
by Puss_in_Boots
Lack does not mean there aren't any. There are not really enough in my opinion.

Dragons are a default for every race, excluding dwarves.
Mages are only men with magic powers.

Re: Unit: Werewolf (Undeads)

Posted: Sun Apr 29, 2018 7:27 pm
by General Brave
So it's agreed on?

Re: Werewolf

Posted: Mon Apr 30, 2018 12:04 am
by Puss_in_Boots
Alexander82 wrote: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.
Alexander has decided years ago...
Hopefully, we could mark as accepted, as long as we have summarized post somewhere.

Re: Unit: Werewolf (Undeads)

Posted: Mon Apr 30, 2018 2:54 am
by Skelegonsans
Well we already have complete stats and race for the unit so I'm pretty sure it's all ready to implement / go to voting.

Re: Unit: Werewolf (Undeads)

Posted: Mon Apr 30, 2018 3:24 am
by General Brave
Perhaps it needs Json?

Re: Unit: Werewolf (Undeads)

Posted: Mon Apr 30, 2018 3:27 am
by Puss_in_Boots
That would be great for Alexander. We all know is busy with whatever he's got to do in Italy. :)

Re: Unit: Werewolf (Undeads)

Posted: Mon Apr 30, 2018 3:33 am
by General Brave
I can do it but the problem is, I don't know how to create the affects required.

Re: Unit: Werewolf (Undeads)

Posted: Tue May 01, 2018 2:16 am
by Skelegonsans
Then we 1. wait for alexander or 2. make the unit simpler so we don't have to wait. I'd go with waiting though as the new unique mechanics for the werewolf are really cool and removing them would be a shame.

Re: Unit: Werewolf (Undeads)

Posted: Tue May 01, 2018 2:18 am
by General Brave
We can have it simple until Alexander's get around fixing it.

Re: Unit: Werewolf (Undeads)

Posted: Wed May 02, 2018 4:47 pm
by StormSaint373
I hope he returns soon, He's like "Aragorn" but for the forum!

Re: Unit: Werewolf (Undeads)

Posted: Tue Jun 26, 2018 7:33 am
by Lynx Shafir
What about a debuffing area effect (like mameluc in Aos) for wargs and other wolves?

Re: Unit: Werewolf (Undeads)

Posted: Tue Jun 26, 2018 12:53 pm
by General Brave
That is not a bad idea.

Re: Unit: Werewolf (Undeads)

Posted: Sat Jun 30, 2018 11:08 pm
by Skelegonsans
Indeed it does sound nice. Maybe we can discuss new effects and stats for this unit? Though I still like the old ones.

Re: Unit: Werewolf (Undeads)

Posted: Sun Jul 01, 2018 12:54 am
by General Brave
What was it?

Re: Unit: Werewolf (Undeads)

Posted: Wed Jul 04, 2018 1:43 pm
by Skelegonsans
Skelegonsans wrote:
Mon Dec 25, 2017 11:35 pm
revamped stats.

Werewolf (Human form stats. Even in human form, he is a fighter, but obviously weaker than in werewolf form.) (Cost: 5 / 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. If this is too complex, just make him stay in werewolf for 4 turns and have cooldown of 4 turns. He also has the same buff as the Zurgo Helmsmasher orc, meaning he gets stats permanently when he kills enemies.)
Hp 40 (I realized that hp shouldn't change between forms or it could get complicate, it loses all its armor though)
Atk 12
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 40
Atk 13 (2 actions)
Arm./p.arm. 4/3
Speed 5
Sight 8
Description: A human in werewolf form. Incredibly strong and fast, but can't keep this form for long.

Too strong? Too weak? What do you guys think?
These are the stats we had previously agreed to.

Re: Unit: Werewolf (Undeads)

Posted: Wed Jul 04, 2018 6:09 pm
by General Brave
I'm guessing he will be trained in the Mages hut.

Re: Unit: Werewolf (Undeads)

Posted: Thu Jul 05, 2018 1:40 pm
by Skelegonsans
Yes, probably the best choice since the fantasious units are trained there

Re: Unit: Werewolf (Undeads)

Posted: Tue Jul 10, 2018 11:23 am
by Lynx Shafir
I think needs difference between the two Hp. Cos gets twice bigger than twice stronger, 25hp human, 50 Hp Wolf form
Both forms have the Zurgo effect?
Since 0/0 is weak start.

And about the cool down,. Im not expert
That why ask. Starts (general) when u apply for don't? so if apply TRANSFORM_WOLF, with 4 CD, and last 4turns than u will be able to use again in the 5th turn.
May Im wrong.a

Re: Unit: Werewolf (Undeads)

Posted: Tue Jul 10, 2018 11:59 am
by makazuwr32
The problem is that when unit has 2 different forms with 2 different amount of hp (for example 50 and 500) then when he transforms he won't automatically replenish hp based on % he had and will still have its hp he had before transformation (in my example he will have only 50/500 hp) and ofc this automeans that you need to heal him.
Zurgo also must be applied in both forms and bonuses as well because if not than he after revert transforming and loosing stats can loose bonuses and when transforming into werewolf again will begin gaining veteran bonuses from scrap.