Tail regeneration

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Alexander82
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Tail regeneration

Post by Alexander82 » Wed Nov 09, 2016 1:13 pm

With ths techs all lizards gain a regeneration effect (like 5% or 10%) that works every turn if they have less than 50% hp
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy » Wed Nov 09, 2016 1:18 pm

very useful!! i like it!!
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans » Sun Nov 27, 2016 4:18 pm

Wow, great idea. But does it have to be exactaly "tail regeneration"? Cuz that sounds like when scakedfolk get -50% hp they lose their tails... :lol:

Anyways, what i recommend for this tech:
Cost 6
Gem cost 6 (i guess such good tech shouldnt be free)
Once active: any scaledfolk unit that ends its turn with 50% or less hp will regenerate 10% hp on start of its turn, except if poisoned. This tech does not cure petrification. (Because we agreed before that units with regen would heal petrification, but having this tech do so will make basilisk and any other petrifying units useless against scaledfolk.)

agree?
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Alexander82
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Re: Tail regeneration

Post by Alexander82 » Sun Nov 27, 2016 4:35 pm

I'm not 100% sure about the petrification effect (since it is not in game right now and we don't know how can be powerful). I think we can decide that after implementation of basilisk :)
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Alpha
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Re: Tail regeneration

Post by Alpha » Sun Nov 27, 2016 6:23 pm

Sounds interesting.
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy » Sun Nov 27, 2016 7:53 pm

Is this tech available only for Kobolds and Lizards except Snakes
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Alexander82
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Re: Tail regeneration

Post by Alexander82 » Sun Nov 27, 2016 7:55 pm

Lizard only
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy » Sun Nov 27, 2016 8:02 pm

ok! I got it!
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Alpha
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Re: Tail regeneration

Post by Alpha » Sun Nov 27, 2016 10:00 pm

This might make the Lizards more used.
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Alexander82
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Re: Tail regeneration

Post by Alexander82 » Sun Nov 27, 2016 10:06 pm

yep!
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans » Sun Nov 27, 2016 11:22 pm

Well, if the player relies on number rather than power, the most used will be kobolds, basilisk, some snakemen, and such low cost units, probably not lizardmen, because lizardmens stats are not very higher than kobold and they still cost 1-2 more. But players that prefer using high cost units will prefer lizardmen, dragons and the higher costing snakemen, they will take in account the lizardmen's swimmimg ability and the techs that will make them more powerful.

In short: it depends a lot on the player.

But i must say that the main focus of the scaledfolk race are indeed lizardmen. (I remember that when the scaledfolk idea started it was actually just lizardfolk, then eventually snakemen, dragons and etc were added.) So making them slightly more useful wouldnt be a mistake, i guess. But we need to make sure that each unit gets its own identity and use on the battlefield, so different players will use different units, and there wont be a general favorite. At least thats what i think
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy » Mon Nov 28, 2016 6:22 am

Kobolds » [i!]Weak but Gently Good Units And Other Kobolds Can Also Swim.[/i]
Snakes» Ability To Poison Enemies And Have Big Life, Armor, And Pierce.
Lizard» Ability To Swim, Learn To Regenerates Life, Big Life, Armor, Pierce.
Seiges/Monster»Naturally Slow, High Life, Armor, Attack
Naval/Water» Fast In Water [/i!]
Dragons» Best Unit Of The Race, Sometimes very Rarely to Use And Really Strong In All Things except Anti Dragon
Air/Flying:Flying Unit,Maybe High Armor because its Flying.
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Alexander82
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Re: Tail regeneration

Post by Alexander82 » Mon Nov 28, 2016 10:53 am

i wouldn't make kobolds swim at all. that would make lizard loose theìr purpose
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans » Mon Nov 28, 2016 11:40 pm

Yes. Kobolds shouldnt swim.
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Alpha
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Re: Tail regeneration

Post by Alpha » Tue Nov 29, 2016 3:14 am

And make too overpowered
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans » Tue Nov 29, 2016 4:15 pm

Ok i think the tech is good now. But we need to settle that petrification thing.

I think the following: like said in basilisk topic, petrification doesnt allow the afflicted unit to do anything, but it also recieves no physical damage while petrified, and it gains some resistance to magic damage. (Maybe 50%.) It can be cured by a simple healing spell or potion. However, it works a little differently with regeneration.

An unit with regeneration (except the regeneration granted by this tech) Get petrified normally,but at the start of each of the afflicted unit's turns, it has a 50% chance to end the petrification. Hp is also regenerated as normal while the unit is petrified.

Agreed?
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Lynx Shafir
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Re: Tail regeneration

Post by Lynx Shafir » Fri Dec 14, 2018 4:49 pm

Sounds good

I'll try n image
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Drawn-to blood, where he may it find.

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