Claws, Tails and Poison. Scaledfolk Race. — ARCHIVED

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

makazuwr32 wrote:Right now it is more defencive unit. Because of regeneration. But it is not so good as offencive unit. Especially as unit for 8 turns from mega building.
New stats?
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Midonik wrote:Why does both lizardmen and cobol archer have bonus against buildings? I can somehow understand that for slinger and spearmen, but for archers it makes no sense.
?.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Midonik »

Cobol and lizardmen archer have bonus against buildings. That makes no sense, so I propose to remove it.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Who say yes.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

New stats of hydra are:
Cost 8 turns (same)
Hp 78 (same)
Attack 11 (+3)
Actions/turn 4 (same)
Armor/p.armor 2/2 (same)
Speed 3
Sight 6
Spell resistance 60%
Buildable at Temple
Active effects:
Troll regeneration
Hydra venom - deals each turn 10 damage for 3 turns (30 damage total)
Abilities:
Eat up a corpse (it needs research for that - needs to be removed this bug, so hydra will be able to eat without research.)
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Seems good enough.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Can someone make a boat, or at least a raft for them.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

General i am working on fix list for dwarven bonuses. Could you fix that?
After dwarves i will work on same thing for scaledfolk for current units.
I mean not json but just a list of bonuses.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Typhoon »

Idea from past:should Hydra be vulnerable to fire?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Typhoon wrote:Idea from past:should Hydra be vulnerable to fire?
It is.
Last edited by General Brave on Wed Jun 13, 2018 5:27 pm, edited 1 time in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

makazuwr32 wrote:General i am working on fix list for dwarven bonuses. Could you fix that?
After dwarves i will work on same thing for scaledfolk for current units.
I mean not json but just a list of bonuses.
Show me.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

How about a upgrade for the lizards?

Just need help for what image is better, and also stats.

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

1. Please look at this:
Rebalance suggestion for dwarves
2. Maybe really making lizardmen into elite units. A bit weaker than uruks but with regeneration (weaker than troll one but without vurability to fire)
I will think about their stats a bit later, after implementation of dwarven fixes in dev, alright?

As for images first image of lizardman archer and second image of warrior the ones i like.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

I forgot they are lizards, makes sense if they have a bit of healing.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

this seems to be developing really well. I'll keep an eye on this topic as I've contributed a lot to this race and want to make sure that everything will be nice and balanced when it comes out. Nice job guys ;)

Btw, is this race in dev version already?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans »

Also btw General, give me the empty JSON things that you need me to put the descriptions on and i'll work on them.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Okay.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

I'm working on new units and stats.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Can someone recreate the lizards?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

Images or their stats and such?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Images.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

Not me.
Also did you fix bonuses for all current dwarven units?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Yes, but haven't sent it yet since I'm currently working on the the scalefolks.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

I don't have many ideas for units themself of scaledfolk but i have plenty ideas for their abilities and passives.
Also can you send those fixes so i can balance dwarves after. I am pretty sure they need more balancing.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Ok.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Meanwhile as we can't create more lizards, perhaps we can create snakes or other things.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 »

I have stats for scaledfolk's lizard units to make them fully elite units.
Also question — will scaledfolk have blacksmith-like upgrades (in similar amounts as humans or other races) or balance them in way as are uruks?
I have ready stats for both.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

I'm pretty sure yeah.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by LordOfAles »

So...uruk-like or blacksmith upgrades?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave »

Probably a mixture of both.
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