Full scaledfolk race remade suggestion — ARCHIVED

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makazuwr32
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Full scaledfolk race remade suggestion — ARCHIVED

Post by makazuwr32 »

makazuwr32 wrote: Mon Jul 30, 2018 10:52 am @General Brave

General change for all Skirmisher-type units: They MUST deal only 100% bonus damage to archers and dragons ONLY (no bonus damage to other flying units!). Includes Troll headhunters. Headhunters will have just more than 1 action/turn compared to regular skirmisher.
Reasons: it is ridicilous to see when basic troll headhunter kills 3 archers and especially elite ones in one turn. Also this will increase value of human skirmishers (right now they deal 50% bonus damage) and other upcoming skirmisher type units.

Highborn Presence aura (Changed from Highborn Training):
1. Possible targets:
Warrior
Armored warrior
Shaman
Rider
Elite Rider
Archer
Armored archer
Fire archer
Slinger
Armored slinger
Spearman
Armored spearman
Skirmisher
Armored skirmisher
Komodo knight
Armored komodo knight
2. Range - 1 for most Highborn, 2 for Kobold lady (in both forms)
3. Effect:
gives +3 attack, +1/+1 armors to nearby kobolds who can be affected by this aura.

If not specified, unit has 0% spell resist.

Basic kobolds:
Kobold Laborer:
Cost - 3 turns, trainable at TC
Hp - 10
Attack - 3
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Mend rate - 6
No bonuses
Counts for new classification as worker
Armored kobold laborer:
Cost - 3, trainable at TC
Hp - 12
Attack - 5
Range - 1
Armor - 0/1
Speed - 3
Sight - 5
Mend rate - 8
No bonuses
Counts as worker
Kobold Warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 17
Attack - 7
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as infantry
Armored kobold warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 22
Attack - 10
Range - 1
Armor - 1/1
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as infantry
Kobold Archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 12
Attack - 4
Range - 5
Armor - 0/0
Speed - 3
Sight - 6
Has 50% bonus against infantries
Counts as archer
Armored kobold archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 16
Attack - 6
Range - 6
Armor - 0/1
Speed - 3
Sight - 7
Has 50% bonus against infantries
Counts as archer
Kobold Spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has 450% bonus against cavalry
Counts as Pikeman
Armored kobold spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 15
Attack - 6
Range - 2
Armor - 0/1
Speed - 3
Sight - 5
Has 450% bonus against cavalry
Counts as Pikeman
Kobold Slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 16
Attack - 6
Range - 3
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 5
Spell resist - 20%
Has 100% bonus against Giants, Dragons
Counts as Archer

Removed power range.
Armored kobold slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 19
Attack - 6
Range - 4
Power range - 1
Actions/turn - 3
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus against Giants, Dragons
Counts as Archer
Kobold Skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 11
Attack - 5
Range - 4
Armor - 0/5
Speed - 3
Sight - 5
Has 100% bonus against archers, dragons
Counts as Thrower
Armored kobold skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 14
Attack - 6
Range - 5
Armor - 1/6
Speed - 3
Sight - 6
Has 100% bonus against archers, dragons
Counts as Thrower
(name changed from Calvary) Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks
Hp - 20
Attack - 5
Range - 1
Actions/turn - 2
Armor - 0/1
Speed - 6
Sight - 7
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
(name changed from heavy Calvary) Elite Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks. Affected by Armored kobolds upgrade, not for Heavy kobold Warden Upgrade.
Hp - 25
Attack - 6
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 6
Sight - 8
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
(changed from Komodo rider) Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 30
Attack - 10
Range - 1
Armor - 2/2
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry

Removed poison weapon passive
(changed from Komodo rider) Heavy Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 36
Attack - 12
Range - 1
Armor - 3/3
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry

Removed poison weapon passive
Kobold shaman:
Cost - 3 turns, trainable at TC, hunter's hut, Stronghold
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 6
Heal rate - 10
Has no bonuses
Counts as Caster
Abilities:
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Poison Breath, range 6 (lowered), cooldown - 3 turns
Fear, range 4, lasts 3 turns, no cooldown. Can't affect buildings, siege units, mechanical units.
Dragonrend, range - 2, chance 50%, cooldown - 1 turns (if you couldn't kill dragon in this turn you will have to wait a bit, no "spam until success"), affects only Dragons
Kobold Merchant
Cost - 2 turns, trainable at TC
Hp - 9
Attack - 1
Range - 1
Armor - 0/0
Speed - 4
Sight - 5
Spell resist - 100%
Has no bonuses
Counts as Worker
Can't capture TC's
Is a money courier (can speed up production)
Komodo Dragon:
Cost - 2 turns, trainable at TC
Hp - 15
Attack - 5
Range - 1
Armor - 0/0
Speed - 5 (2 in water)
Sight - 6
Spell resist - 100%
Has no bonuses
Counts as Infantry
Wagon:
Cost - 4 turns, trainable at TC, can be constructed by laborers.
Hp - 25
Attack - 1
Range - 1
Armor - 0/3 (-1 normal armor so it will be completely same as other wagons)
Speed - 5
Sight - 5
Carry capacity - 3
Spell resist - 100%
Construction bonus: -67%
Has no bonuses
Counts as Transport
Siege mantlet:
Is constructed by Laborers.
Hp - 30
Attack - 0
Armor - 0/8
Speed - 1
Sight - 3
Carry capacity - 1, units can't use abilities and attack inside.
Spell resist - 100%
Construction bonus: 0%
Mend bonus: 50%
Counts as Transport, Siege unit.
Advanced units:
Kobold warden:
Cost - 4 turns, trainable at Fort, Stronghold
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1 (removed second action)
Armor - 2/3
Speed - 3
Sight - 4
Has 300% bonus against Cavalry
Counts as Pikeman

Removed bonus to archers.
Heavy Kobold warden:
Cost - 4 turns, trainable at Fort, Stronghold
Hp - 36
Attack - 12
Range - 2
Actions/turn - 1 (removed second action)
Armor - 3/4
Speed - 3
Sight - 5
Has 300% bonus against Cavalry
Counts as Pikeman

Removed Power range, bonus to archers.
Kobold lord:
Cost - 5, Trainable at Stronghold.
Hp - 40
Attack - 12
Range - 1
Actions/turn - 1
Armor - 2/3
Speed - 5
Sight - 6
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts as Cavalry
Abilities:
Group attack 2 (affects ALL units, as usual. Including dragons, passive), range - 4 tiles.
Kobold Priestess:
Cost - 5, Trainable at: Temple
Hp - 18
Attack - 5
Range - 1
Armor - 0/2
Speed - 3
Sight - 6
Heal rate - 15
Has no bonuses
Counts as Caster
Abilities:
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Rest - Deals 30 damage to target Undead unit. Affects Undead units only. Range - 4, cooldown - 4 turns.
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Slowing, range 4, no cooldown. Can't affect buildings, siege units, transport units.
Kobold Conjurer (changed first letter in his name):
Cost - 10 turns, trainable at Temple. Don't need any techs for training. Can be trained only one under control of each scaledfolk player.
Hp - 30
Attack - 3
Range - 1
Armor - 2/2
Speed - 3
Sight - 8
Spell resist - 100%
Has no bonuses
Counts as Unique unit, Caster
Abilities:
makazuwr32 wrote: Fri Jul 27, 2018 7:32 pm 1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon non-mechanical non-buildining non-ship unit additional 15% hp regen per turn for 3 turns. doesn't remove any status effects like burning, poison, etc... Can be extremly useful on Hydras.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Removed ALL passive abilities, auras, etc...

Comment: he will become more useful support caster who can also once in 6 turns summon random dragon. Increased Hp and turn cost for compencation of ability to be trained a bit earlier and loss of armor and summons.
Kobold Drummer (removed "Highborn"):
Cost - 6 turns, trainable at Swamp barracks, Stronghold. Don't need any upgrades for training.
Hp - 15
Attack - 1
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Has no bonuses
Counts as Worker
Abilities:
Drum beat (passive aura): All basic non-cavalry Kobolds (listed above at the beginning) gain +1 speed. Range - 4 tiles.
Group attack 1, as usual, affects all exept himself units (another drummer can affect him), Range - 4 tiles.

Comment: this way basic kobolds will become even more useful for scaledfolks because they gain +1 speed.
Kobold Fire archer:
Cost - 4 turns, Trainable at hunter's hut, Stronghold. Doesn't need any upgrades for training.
Hp - 12
Attack - 8
Range - 6
Armor - 1/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, siege units, 100% bonus against ships, mechanical units, 200% bonus against Trolls (for now, maybe i will lower it later), standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Archer

Comment: for ability of training earlier, better stats when compared to normal archer and lots of bonuses increased his cost to 4 turns.
Highborn (all these need armored kobolds upgrade, have Highborn Presence aura):
Comment: Highborn now have 2 buildings where they can be trained: Fort and Keep. They will become more easily accessable. Change stats so that they will be semi-elite units, more powerful than normal kobolds but less powerful than lizardmen.
Highborn kobold Maceman:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 26
Attack - 16
Range - 1
Armor - 2/2
Speed - 3
Sight - 5
Spell resist - 0%
Has 50% bonus against infantries, archers, siege, giants, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts as Infantry.
Highborn kobold spearman:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 23
Attack - 12
Range - 2
Actions/turn - 1
Armor - 2/2
Speed - 3
Sight - 5
Spell resist - 0%
Has 300% bonus against cavalry
Counts as Pikeman
Abilities:
Throw spear: deals 10 damage to target unit in range 4. Can't affect buildings, siege units, mechanical units. Cooldown - 1 turn.
Highborn kobold archer:
Cost - 3 turns, Trainable at: Fort, Keep
Hp - 20
Attack - 8
Range - 7
Armor - 1/1
Speed - 3
Sight - 8
Spell resist - 0%
Has 50% bonus against infantries
Counts as Archer
Highborn Kobold Swordman:
Cost - 3 turns, trainable at: Fort, Keep
Hp - 32
Attack - 15
Range - 1
Armor - 3/3
Speed - 3
Sight - 5
Spell resist - 0%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry.
Kobold lady (Mounted):
Cost - 7, trainable at: Keep, Can be trained only 1 under control of each player.
Hp - 40
Attack - 16
Range - 1
Armor - 3/4
Speed - 6
Sight - 8
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), throwers, siege units, giants
Counts for new classification as Cavalry, Unique unit
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: Infantries, Cavalry, Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
Triple group attack (passive aura)

After death becomes Kobold Lady (unmounted)

Removed Carry capacity, 2nd action/turn, dodges.
Kobold Lady (unmounted):
Can't be trained; restricts training of Kobold Lady (Mounted)
Hp - 30
Attack - 16
Range - 1
Armor - 3/4
Speed - 3
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries, giants, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Unique unit, Infantry
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)

(She keeps all abilities exept of Triple Group Attack aura)
Lizardmen:
Lizardman Shielder (changed from Lizard Blademan):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 46
Attack - 17
Range - 1
Armor - 2/4
Speed - 3 (1 in water)
Sight - 5
Spell resist - 20%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry, Amphibious unit
Elite Lizardman Shielder (changed from "Armored Lizard Blademan"):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 54
Attack - 21
Range - 1
Armor - 3/6
Speed - 3 (2 in water)
Sight - 5
Spell Resist - 30%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Infantry, Amphibious unit
Lizardman archer:
Cost - 4 turns, Trainable at Fort, Keep
Hp - 29
Attack - 9
Range - 6
Armor - 1/1
Speed - 3 (1 in water)
Sight - 7
Spell Resist - 20%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts as Archer, Amphibious unit
Elite Lizardman Archer (Changed from "Armored"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 34
Attack - 11
Range - 7
Armor - 2/2
Speed - 3 (2 in water)
Sight - 8
Spell Resist - 30%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts as Archer, Amphibious unit
Lizardman Headhunter (new unit!):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 34
Attack - 6
Range - 5
Actions/turn - 2
Armor - 1/4
Dodge Arrows - 15%
Speed - 3 (1 in water)
Sight - 6
Spell resist - 20%
Has 100% bonus to archers, dragons
Counts as Thrower, Amphibious unit
Elite Lizardman Headhunter (new unit!):
Cost - 5 turns, Trainable at Fort, Keep
Hp - 38
Attack - 7
Range - 6
Actions/turn - 2
Armor - 2/6
Dodge Arrows - 30%
Speed - 3 (2 in water)
Sight - 6
Spell resist - 30%
Has 100% bonus to archers, dragons
Counts as Thrower, Amphibious unit
Snakemen:
Snakeman Duel Swordsman (fix name!):
Cost - 5
Hp - 40
Attack - 16
Range - 1
Actions/turn - 2
Armor - 2/2
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 50% bonus to infantries, giants
Counts as Infantry, Amphibious unit
Snakeman Spearman:
Cost - 5
Hp - 33
Attack - 12
Range - 1
Armor - 2/2
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 300% bonus against cavalry
Counts as Pikeman
Giants of Scaledfolk:
Turtleman:
Cost - 7 turns, Trainable at Temple
Hp - 60
Attack - 20
Range - 2
Armor - 5/7
Speed - 3 (4 in water)
Sight - 5
Spell resist - 70%
Carry capacity - 1 (units inside can act as in tower, can't transport Wagons, Mantlets); can't transport Dragons.
Has 50% bonus to Naval units, Amphibious units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Giant, Amphibious, Water transport unit, Heavy infantry
Hydra:
Cost - 10 Turns, Trainable at Temple
Hp - 112
Attack - 14
Range - 2
Actions/turn - 4
Armor - 2/2
Speed - 3 (2 in water)
Sight - 6
Spell resist - 80%
Has 25% bonus to giants
Counts for new classification as Giant, Troll (for now), Amphibious
Abilities:
Hydra's Venom (passive): deals 8 damage/turn for 4 turns, non-stackable, doesn't affected by bonuses, can't affect undeads, demons, mechanical units, ships, buildings, Trolls (their regeneration surpasses effect of venom applies to hydra itself)
Eat corpse: eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Troll regeneration (as usual)
Dragons:
Devourer:
Cost - 4 turns, Trainable at Dragon temple
Hp - 40
Attack - 10
Range - 1
Armor - 4/2
Speed - 4 (land unit)
Sight - 5
Spell resist - 0%
Has 50% bonus to infantries
Counts as Dragon
Abilities:
Lifelink (passive, self only)
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Devourer's strength (passive) - for each eaten corpse gains +4 hp, +1 damage. (added) OR Regular Veteran power that increases hp on kill and attack (no armor increase)
White dragon:
Cost - 6, Trainable at Dragon temple
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3 (land unit)
Sight - 6
Spell resist - 20%
Heal rate - 10
Has no bonuses
Counts as Dragon, Caster
Abilities:
White breath - heals all non-mechanical, non-building units affected by spell for 15 hp, range - 3, cooldown - 4 turns.
Heal - range 4, no cooldown. Can't affect buildings, mechanical units.
Healing aura: same as elf wizard

Removed all his other spells: he is only healer right now.
Acid Dragon (Changed name from Green dragon):
Cost - 6 turns, Trainable at Dragon temple
Hp - 38
Attack - 12
Range - 5
Armor - 2/2
Speed - 5
Sight - 6
Spell resist - 40%
Has 50% bonus to mechanical units, ships, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Dragon, Flying
Abilites:
Acid breath (passive): applies "Acid" effect on hit to mechanical units, ships, buildings. Is stackable, deals on affected unit per turn

Code: Select all

 1*(amount of "Acid" effect stacks)*(bonus to unit)
each effect lasts for 6 turns. Mending of unit removes 3 stacks of effect only.
Slowness: range - 3 tiles, no cooldown.

Removed all other abilities, auras and passives.
Fire dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 30
Attack - 14
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Spell resist - 30%
Has 25% bonus to mechanical units, ships, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts as Dragon, Flying
Abilities:
Fire breath - range 3, cooldown 4 turns.
Lesser fire breath - Magic missle-like ability, deals 7 (half of his basic damage) damage and applies if possible burning effect to target. Range - 4, no cooldown
Burning weapon (Passive)

Removed second fireball.
Gold Dragon:
Cost - 5 turns, Trainable at Dragon temple
Hp - 20
Attack - 6
Range - 1
Actions/turn - 2
Armor - 0/0
Speed - 5
Sight - 6
Mend rate - 12
Has no bonuses
Can't start any buildings.
Counts as Dragon, Flying, Worker

Removed all his spells and passive abilities: now he is a support worker unit (and great one i must say!)
Dark Dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 44
Attack - 14
Range - 1
Armor - 2/2
Speed - 4
Sight - 6
Spell resist - 50%
Has no bonuses
Counts as Dragon, Flying
Abilities:
Slow weapon (passive)
Dark Presence (aura): range - 3 tiles, affects non-flying, non-mechanical units. affected units loose -5 damage, -1/-1 armor. Doesn't stack from multiple scources.
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.

Changed passive on-hit effect, changed aura, removed dark breath spell, added attack range.
Lowered stats to 6 turn unit, removed convert spell, changed effect of aura.
Dragon Lord (Changed from Gray Dragon):
Cost - 8 turns, Trainable at Temple
Hp - 80 (still highest among all dragons!)
Attack - 24
Range - 2
Armor - 4/4
Speed - 3 (1 in water)
Sight - 8
Spell resist - 100%
Has 50% bonus to giants, dragons, 1% to flying units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts as Giant, Dragon, Amphibious unit
Abilities:
Fear Weapon (Passive)
Dragon lord presence (passive aura): All other allied dragons in range 4 gain +1/+1 armors, +5 damage. Affects Dragons only, doesn't affect himself (alas other dragon lord can affect him)
Fire breath: range - 5, cooldown 3 turns.
Fear: range - 4 tiles, no cooldown.
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.

Changed his skills, aura, passive on-hit effect.
Naval units:
Raft
Cost - 3 turns, trainable at TC near water, can be built by laborers
Hp - 15
Attack - 1
Range - 1
Armor - 0/1
Speed - 3
Sight - 4
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 1, units incide can act as in tower.
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Small ship
Cost - 4 turns, trainable at TC near water, can be built by laborers.
Hp - 24
Attack - 0
Range - 1
Armor - 0/3
Speed - 4
Sight - 5
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 2
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Abilities:
Throw.
Upgrades:
Armored kobolds upgrade:
Can be researched at: Swamp barracks, Stronghold.
Cost 9 turns (increased by 1 because this upgrade affects most units in the game!)
Heavy kobold warden upgrade:
Can be researched at: Fort, Stronghold.
Cost 5 turns, affects Kobold warden ONLY.
Armored Lizardmen upgrade:
Can be researched at: Fort, Keep.
Cost 8 turns.
Dragonrend upgrade:
Can be researched at: Hunter's hut.
Cost 5 turns.
Tough scales upgrade:
Can be researched at: Temple.
Cost - 5 turns.
ALL Non-dragon non-mechanical units of Scaledfolks gain +1 damage, +1/+1 armor, +10% hp regen per turn

Upd.1: Added dragons to unit list whom Turtleman can't transport.
Upd.2: Increased a bit Damage and range of Fire dragon's lesser fire breath ability and added giants to bonus list of units for kobold maceman.
Last edited by makazuwr32 on Tue Oct 16, 2018 4:35 am, edited 5 times in total.
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...
© by Makazuwr32™.
AoF Dev Co-Leader
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Full scaledfolk race remade suggestion

Post by Savra »

No, matching highborn with uruks, imperials, and phantoms! They are kobolds and they are supposed to resemble goblins in status. Lizardmen and snakemen fit the category of elites far more better because they are like orcs in status. That's why Lynx Shafir suggested the Lizardmen brutes pack. Mine was just to fill in the second elite group option when his is in.
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Full scaledfolk race remade suggestion

Post by Savra »

Make all dragons equivalent to basic dragons in style meaning no auras if they have a breath ability. Less attack if they have a breath ability, you can keep the burning weapon and poison weapon but that's it. Dragon Lord is exempted from this. They should look like this:
Dark dragon- dark breath Only

White dragon- White breath Only

Acid start--poison weapon and acid breath, it's fine with these.

Fire dragon- fireball, burning weapon, it's basically a long range version of the blue dragon. With burning weapon.

Gold dragon- it's fine just make it an advanced builder.

Devourer dragon-it seems fine...

You may think at first that this makes them useless but in reality it doesn't. You went a little overboard on the dragons stats when you came out with them at first and this brings them back to ground level. Right now it's like giving a orc giant spells and a bunch of auras and expect it to be fine in the game when the exact opposite is true.
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

Savra wrote: Fri Sep 14, 2018 4:30 pm No, matching highborn with uruks, imperials, and phantoms! They are kobolds and they are supposed to resemble goblins in status. Lizardmen and snakemen fit the category of elites far more better because they are like orcs in status. That's why Lynx Shafir suggested the Lizardmen brutes pack. Mine was just to fill in the second elite group option when his is in.
That was first suggestion, before brutes.
Savra wrote: Fri Sep 14, 2018 4:41 pm Make all dragons equivalent to basic dragons in style meaning no auras if they have a breath ability. Less attack if they have a breath ability, you can keep the burning weapon and poison weapon but that's it. Dragon Lord is exempted from this. They should look like this:
Dark dragon- dark breath Only

White dragon- White breath Only

Acid start--poison weapon and acid breath, it's fine with these.

Fire dragon- fireball, burning weapon, it's basically a long range version of the blue dragon. With burning weapon.

Gold dragon- it's fine just make it an advanced builder.

Devourer dragon-it seems fine...

You may think at first that this makes them useless but in reality it doesn't. You went a little overboard on the dragons stats when you came out with them at first and this brings them back to ground level. Right now it's like giving a orc giant spells and a bunch of auras and expect it to be fine in the game when the exact opposite is true.
1. I want scaledfolk dragons to be different from other dragons, more powerful yet not too powerful. But some abilities are too powerful (white breath increases hp of unit, not just heal right now but increase max hp! And it affects ALL units and buildings! Dark breath on the other hand deals too much damage so i just removed that.)

2. Look on their stats - they have least amount of hp among dragons. 30 on white dragon, 38 on acid, 30 on fire one. Even elven dragon has 55 hp for same 6 turns.

If compare with your "giants" than that giant (for example troll) got few abilities and spells but at cost of up to 60% hp loss and much lesser other stats.

3. Currently these dragons are even more powerful.

4. This is base suggestion and i will update it later when i will have a time according to lizardmen brutes and other things.
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: Full scaledfolk race remade suggestion

Post by Savra »

I thought dark breath was an area curse spell? Made sense. As for white dragon you could probably keep the aura I guess but dark dragon should just have dark breath and fear of course weapon and he should be fine. He's got decent stats and doesn't need the convert sense snakeman shaman and other scaledfolk units maybe are getting the ability to convert. As for his aura it's too much for a non unique unit and he doesn't need the day corpse ability since he's not a devourer. As for fire dragon he doesn't need lesser fire breath of us has burning weapon and it should probably be called fire missile so we can just give that to.the conjurer as any other fire users.
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Re: Full scaledfolk race remade suggestion

Post by Tankhead »

Kinda confused how all these clearly OP dragons made it into the game the first place
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Re: Full scaledfolk race remade suggestion

Post by Savra »

That is what we're trying to fix here by making the dragons less op and more like how giants are to orcs or siege equipment are to dwarves and humans.
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Re: Full scaledfolk race remade suggestion

Post by General Brave »

So has things been done?
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

Savra wrote: Sat Sep 15, 2018 5:34 am I thought dark breath was an area curse spell? Made sense. As for white dragon you could probably keep the aura I guess but dark dragon should just have dark breath and fear of course weapon and he should be fine. He's got decent stats and doesn't need the convert sense snakeman shaman and other scaledfolk units maybe are getting the ability to convert. As for his aura it's too much for a non unique unit and he doesn't need the day corpse ability since he's not a devourer. As for fire dragon he doesn't need lesser fire breath of us has burning weapon and it should probably be called fire missile so we can just give that to.the conjurer as any other fire users.
Fear weapon and other non-intender ones are op and must be removed. (Curse weapon, slowing 3 weapon, disarmor weapon.)
Dark breath actually deals percentage-based damage. And that is why it is op.
Also dark dragon's stats are not so good srill for 8 turn unit. For compare: ettin has 100 hp, 3/3 armor, 4 speed, 20 damage and 2 actions.

Fire dragon's lesser fire breath is ranged attack for it. That is main purpose of, not fir burning itself.

@General Brave when i will get time i will change stats for highborn, unique and legendary units, lizardmen and snakemen.

But others are ready.
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: Full scaledfolk race remade suggestion

Post by Lynx Shafir »

I don't like 2 things.

Hydra Cost 10 - seems too hight to suspend reinforcement so long, while enemy gets equivalent units in 6-8 turn.


Removing lizards(seem semi elite for me) from barracks-they become even more empty looking.
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

Lizards will become fully elite units.
I will move highborns to barracks later.

Hydra has one of the highest hp in the entire game.
And it deals to no-armored unit even higher damage than olog hai (14*4= 56 damage), applies powerful venom effect and can heal from adjust corpses devouing them (10 hp currenty restores per corpse and it can use that ability 4 times!)
Hydra with these stats actually more powerful than most units other races have.
Also add to hydra dragon's might effect and it will deal 80 damage/turn. That is main power of hydra and because it costs 10 turns (it will also regenerate i think 11 hp/turn from troll regeneration effect).
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: Full scaledfolk race remade suggestion

Post by Lynx Shafir »

Ok, For Hydra.

2)The two race will feel/become even more isolated if doesn't share at least a basic building.
Lizard Still coud stay at barracks - and highborns needing research - l- Scaledfolk not kobolds remember! - this way evit the too much cobold focus.
As I see 1)kobold - 2)lizard& highborns - and snakeman with dodge 3)saurids - 4)hydra like miticals


And will be harder to make rank if add more turtle mans.

3)Side questions -
When basilisk gets in?
Last edited by Lynx Shafir on Sat Sep 15, 2018 2:57 pm, edited 1 time in total.
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

I am still thinking about everything.
I think 'till next weekends i will post updated variant according to your suggested changes (lizardmen as semi elites while highborn as another tier of kobolds)

And highborn need research - armored kobolds - for training. I just didn't mention that for each specific unit.
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: Full scaledfolk race remade suggestion

Post by Savra »

Ya, highborn seem to be like an alternative way for scaledfolk to get master units. Were other races just have to upgrade to it scaledfolk just have to wait 8 turns and they get both the armoured kobolds and the highborn. Of course, I don't see nothing wrong with it, it Ames them more unique.
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Re: Full scaledfolk race remade suggestion

Post by General Brave »

I'm guessing I should start revamping to your guyses suggestions.
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Re: Full scaledfolk race remade suggestion

Post by Skelegonsans »

I honestly liked the initial suggestions for the revamp very nicely. The one thing I agree, though, is making lizardmen elite units and not regular warriors - there's already kobolds and highborns for that role. Cost 4-5 tanky and powerful specialized units - that's the role I imagine for the lizardmen.
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Re: Full scaledfolk race remade suggestion

Post by Savra »

Skelegonsans wrote: Sat Oct 13, 2018 4:33 pm I honestly liked the initial suggestions for the revamp very nicely. The one thing I agree, though, is making lizardmen elite units and not regular warriors - there's already kobolds and highborns for that role. Cost 4-5 tanky and powerful specialized units - that's the role I imagine for the lizardmen.
We're waiting for the brutes who are the elites, then Makazuwru will update list accordingly.
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Re: Full scaledfolk race remade suggestion

Post by Skelegonsans »

remember, brutes are to be implemented AFTER this balancing issue is taken care of. We should for now focus on rebalancing the units we currently have and worry about how the new units will fit into the race after we do so.
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Re: Full scaledfolk race remade suggestion

Post by NikolaTheEinstein »

I suggest changing the descriptions of some of the units too. Specifically those that act like the unit is the only of its kind like the priestess, Lord, emperor, and some of the dragons. The current descriptions make the out to be some sort of unique hero units when they're not
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Re: Full scaledfolk race remade suggestion

Post by Tankhead »

I believe you wanna talk to general brave
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Re: Full scaledfolk race remade suggestion

Post by Skelegonsans »

I like working at unit descriptions, I could do that if GB allows me / needs someone to help with it.
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

Updated stats.
Changed a bit few dragons and their abilities (white dragon, gold dragon, dark dragon), changed highborn into just a bit more powerful kobolds, changed lizardmen into full elite 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: Full scaledfolk race remade suggestion

Post by Skelegonsans »

Love the new stats. Very balanced. Good job.
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Re: Full scaledfolk race remade suggestion

Post by Savra »

Umm, maybe keep the throw ability for the small ships. Remember @Midonik has a campaign with those units apart of it. Raft should have good carry capacity while small ship should be mainly the scaledfolk ranged sea defence that works somewhat like a light version of the ghost vessel. The turtlemen are the destroyer based units.

If you allow units to act inside the fact you might as well do the same to orcs because it's a raft too. I honestly didn't see anything wrong with scaledfolks ships besides the small ship being able to transport ships and not other races infantry. Unless that was fixed already.

Other then that the rest seem good.
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Re: Full scaledfolk race remade suggestion

Post by makazuwr32 »

Agree on small ship.
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: Full scaledfolk race remade suggestion

Post by Skelegonsans »

Agreed
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Re: Full scaledfolk race remade suggestion

Post by Savra »

This done? If so I'll add it.
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Re: Full scaledfolk race remade suggestion

Post by Skelegonsans »

Yeah pretty much done. RN this is a priority so it should probably be worked on as soon as possible
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Re: Full scaledfolk race remade suggestion

Post by General Brave »

Just needs this to be seen easier.
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Re: Full scaledfolk race remade suggestion

Post by General Brave »

I can definitely finally actually work on these.
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