Changes for the Templars and Hospitaller - IMPLEMENTED

Locked
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Changes for the Templars and Hospitaller - IMPLEMENTED

Post by General Brave »

So me and Storm discussed a bit, and we want to change them quite a bit. The Templars should be only built in the church, since they are supposedly fight against evil, has better stats, and should have Exorcism, Enchant burning and others spells that would make sense fighting against demons. Would have preferred the color switch but okay. Hospitaller things should be the healer Knights, if storm told me right.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
StormSaint373
Posts: 1801
Joined: Mon Nov 27, 2017 5:35 pm
Location: USA, East Ohio

Re: Changes for the Templars and Hospitaller.

Post by StormSaint373 »

That's correct, Brave.
Beware the calm before the Tempest. . .
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Changes for the Templars and Hospitaller.

Post by General Brave »

So opinions.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Changes for the Templars and Hospitaller.

Post by Alexander82 »

Yes. When I've made them I made the templars more on the "warrior side" with lower healing capacity, and hospitallers more on the "cleric side" with lower attack, more healing and exorcism.

So basically hospitallers were better in healing and spellcasting (higher spell range) and had more options against undeads, while Templars were good all round knights with some spells and a lesser healing capacity.

If you can post both current stats and suggested, it might be easyer to decide.
Age of Fantasy design leader
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Changes for the Templars and Hospitaller.

Post by General Brave »

Templar.
Cost5
Hp46/46
Attack power16
Range1
Armor0
Pierce 0
Speed3
Sight5
Action1
Heal rate10
Spell resistance100%
Lightning weapon - 100%
Strengthen - 100%

Hospitaller.
Cost5
Hp34
Attack power12
Range1
Pierce0
Armor0
Speed3
Sight5
Action 1Heal rate15
Spell resistance100%.
Enchant burning - 100%
Disenchant - 100%
Exorcism - 100%
Heal - 100%
Infantry 2.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Changes for the Templars and Hospitaller.

Post by makazuwr32 »

Wait hospitalier has heal rate 7.
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
Image
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Changes for the Templars and Hospitaller.

Post by Alexander82 »

Are those stats at level 1 or 3?
Age of Fantasy design leader
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Changes for the Templars and Hospitaller.

Post by makazuwr32 »

Level 3 it seems.
I'll post here stats for all variants of them at level 1 a bit later.
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
Image
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Changes for the Templars and Hospitaller.

Post by makazuwr32 »

Here are current stats, including leveling and bonuses.
Templar, level 1:
Cost - 5 turns, trainable at church (must be at least).
Hp - 38 +4/level
Attack - 10 +3/level
Armor - 0/0
Speed - 3
Sight - 5
Spell resist - 100%
Heal rate - 6 +2/level (but he has no heal ability!)
Abilities:
Strengthen (self)
Lighting weapon

Standart bonus to buildings (exept megas) & +50% bonus to undeads, demons, casters.
Templar knight:
Cost - 7 turns, trainable at church
Hp - 50 +5/level
Attack - 12 +3/level
Armor - 0/0
Speed - 5 +1 on max level
Sight - 5 +1 on max level
Spell resist - 100%
Heal rate - 6 +2/level (still no healing ability)
Abilities:
Strengthen (self)
Lighting weapon

Standart bonus for all anti-foot cavalry & +50% bonus to undeads, demons, casters
Hospitalier
Cost - 5 turns, trainable at church
Hp - 26 +4/level
Attack - 8 +2/level
Armor - 0/0
Speed - 3
Sight - 5
Spell resist - 100%
Heal rate - 7 +4/level
Abilities:
Heal
Exorcism
Enchant burning
Disenchant

Standart bonus to buildings (including megas) & +150% bonus to skeletons.
Hospitalier knight
Cost - 7 turns, trainable at church
Hp - 35 +5/level
Attack - 10 +2/level
Armor - 0/0
Speed - 5 +1 on max level
Sight - 5 +1 on max level
Spell resist - 100%
Heal rate - 7 +4/level
Abilities:
Heal
Exorcism
Enchant burning
Disenchant

Standart bonus for all anti-foot cavalry & +150% bonus to skeletons
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
Image
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Changes for the Templars and Hospitaller.

Post by Alexander82 »

Can you check the healing value for the different levels of the hospitallers?

I tought that the healing rate would still give a healing action bu i was wrong
Age of Fantasy design leader
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Changes for the Templars and Hospitaller.

Post by makazuwr32 »

You mean how much they heal others or themselves?
If others than 7/11/15. Themselves i didn't test.

Also all hospitaliers have spell range for their spells 2.
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
Image
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Changes for the Templars and Hospitaller.

Post by Alexander82 »

ok then, to begin with, we should just add the heal spell to the templar
Age of Fantasy design leader
User avatar
General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Changes for the Templars and Hospitaller.

Post by General Brave »

How far.
Wise, Might, Loyalty. Forever stands Warfell.
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Changes for the Templars and Hospitaller.

Post by Alexander82 »

IMPLEMENTED
Age of Fantasy design leader
Locked

Return to “Archived - Human Units, Buildings”