Improving Neutral Hazards — ARCHIVED
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
Improving Neutral Hazards — ARCHIVED
Since now we have the ability to have creatures to attack players. We should start revamping the stats of these things. Perhaps even new suggestions that we can add in.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Improving Neutral Hazards.
What's the point of that picture?
Small bear
HP 20
Atk 8
Spd 5
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary
Black bear
HP 20
Atk 10
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% Infantry, Calvary
Large bear
HP 30
Atk 8
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary
Small bear
HP 20
Atk 8
Spd 5
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary
Black bear
HP 20
Atk 10
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% Infantry, Calvary
Large bear
HP 30
Atk 8
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Improving Neutral Hazards.
I say just give heads bonus to only infantry. As well as any other hostile neutral. As in the case of the more intelligent ones, they will have more bonuses to specific things. I'd like to work on the bandit topic more so we can have another "intelligent" faction to add along with the Gnolls.
- General Brave
- Posts: 4662
- Joined: Thu Oct 19, 2017 3:12 am
- Location: The Four Point Military Academy.
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Improving Neutral Hazards.
Archived.
AoF Dev Co-Leadermakazuwr32 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™.