Empowered necromancy
- makazuwr32
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- Location: Moscow, Russia
Empowered necromancy
Researchable at crypt
Empowered necromancy 1
Requires "animation mastery" and "armored skeletons" techs, cost 6 turns:
Gives additional 25% to raise any skeleton as armored version.
Empowered necromancy 2
Requires "animation mastery", "empowered necromancy 2" and "golden skeletons" techs, cost 8 turns:
Gives additional 25% to raise any skeleton as golden version.
Original idea is taken from here:
Version 1.059
@Alexander82
Empowered necromancy 1
Requires "animation mastery" and "armored skeletons" techs, cost 6 turns:
Gives additional 25% to raise any skeleton as armored version.
Empowered necromancy 2
Requires "animation mastery", "empowered necromancy 2" and "golden skeletons" techs, cost 8 turns:
Gives additional 25% to raise any skeleton as golden version.
Original idea is taken from here:
Version 1.059
@Alexander82
Last edited by makazuwr32 on Tue Feb 19, 2019 9:48 am, edited 1 time in total.
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™.
- Alexander82
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Re: Empowered necromancy
It seems good to me.
We might raise the tech cost a bit tough
We might raise the tech cost a bit tough
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- makazuwr32
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- Location: Moscow, Russia
Re: Empowered necromancy
I must admit that way of researching it is next:
1. Armored skeletons + animation mastery - 4 turns each.
2. Empowered necromancy 1 + golden skeletons.
3. Empowered necromancy 2.
But if increase cost than to what amounts?
1. Armored skeletons + animation mastery - 4 turns each.
2. Empowered necromancy 1 + golden skeletons.
3. Empowered necromancy 2.
But if increase cost than to what amounts?
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™.
- Alexander82
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- makazuwr32
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- Location: Moscow, Russia
Re: Empowered necromancy
Updated.
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™.
- Alexander82
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- Joined: Thu Feb 26, 2015 8:18 pm
Re: Empowered necromancy
I think we should define the percentages for all unit types.
I don't know the current animation mastery tough.
They might be:
Normal: 100% basic
Animation mastery: 75% basic 25% armored
Empowered necromancy 1: 25% basic 50% armored 25% gold
Empowered necromancy 2: 50% armored 50% gold
I don't know the current animation mastery tough.
They might be:
Normal: 100% basic
Animation mastery: 75% basic 25% armored
Empowered necromancy 1: 25% basic 50% armored 25% gold
Empowered necromancy 2: 50% armored 50% gold
Age of Fantasy design leader
- makazuwr32
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- Location: Moscow, Russia
Re: Empowered necromancy
Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)
So i would prefer next:
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)
So i would prefer next:
Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.Normal: 100% basic
Animation mastery: 70% basic 30% monster (special for each corpse type)
Empowered necromancy 1: 40% basic 30% armored 30% monster
Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
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™.
- StormSaint373
- Posts: 1801
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- Location: USA, East Ohio
Re: Empowered necromancy
Isn't skeleton monster pretty much UPd?
Stats Don't really reflect true strength.
Stats Don't really reflect true strength.
Beware the calm before the Tempest. . .
- makazuwr32
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- Location: Moscow, Russia
Re: Empowered necromancy
I want more monsters for undeads which can be risen this way. Not just current skeleton monster unit.
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™.
- StormSaint373
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- Location: USA, East Ohio
Re: Empowered necromancy
What kinds of other monsters are there? I've only seen the skeleton...
Beware the calm before the Tempest. . .
- Alexander82
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Re: Empowered necromancy
It seems good to memakazuwr32 wrote: ↑Tue Feb 19, 2019 10:56 am Animation mastery gives chance to raise skeleton monster unit.
And actually i had in mind some monster units for undeads later. (Also i want for those monsters special building)
So i would prefer next:Also i want empowered necromancy 1 to be researchable only after researching both armored skeletons and animation mastery so it can be a bit too much to give access to gold units without researching golden skeletons.Normal: 100% basic
Animation mastery: 70% basic 30% monster (special for each corpse type)
Empowered necromancy 1: 40% basic 30% armored 30% monster
Empowered necromancy 2: 10% basic 30% armored 30% gold 30% monster
About skeleton monsters will those spawn randomly in that 30% chance?
Age of Fantasy design leader
- Alexander82
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Re: Empowered necromancy
We will have to revamp the skeleton monster with the fusion tech, anyway
Age of Fantasy design leader
- makazuwr32
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Re: Empowered necromancy
I want skeleton monsters to be like other variants: from each corpse 1 specific monster.
I am prepairing their ideas right now.
I am prepairing their ideas right now.
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™.
- Alexander82
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Re: Empowered necromancy
I think that is a good idea. Sometimes you need a archer but it raises a monster.
I'll try making some images when I have time
I'll try making some images when I have time
Age of Fantasy design leader
- makazuwr32
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Re: Empowered necromancy
I thought something like this:
Sword corpse — giant skeleton with bone shield (like a whole shild made of bones) and bone sword, has higher hp and armor.
Pike corpse — skeleton with 2 bone pikes in place of arms, higher hp than normal swordman + a bit of dodges (more agile variant, mainly dodge counter). Can transform into ranged form (will throw those "bone pikes" and acts as skirmisher/anti-archer).
Archer corpse — raises undead elf archer with higher range, damage and precision. #betterarcherforundeads. Or just better archer unit for undeads.
Horseman corpse — raises skeleton centaur with higher speed and damage.
Basic corpse — raises current skeleton monster.
Mage corpse — raises some weird skeleton mage (don't have any ideas)
Dragon corpse — raises better version of skeleton dragon with +1 speed, 2 heads (2 actions) and bonus damage to flying. Other stats are same.
Also all these must be trainable in that monster factory building for undeads. Cost must be higher than for normal units.
Also. Almost forgot. @Alexander82 maybe add for golden variant of skeleton pikes +1 range?
Sword corpse — giant skeleton with bone shield (like a whole shild made of bones) and bone sword, has higher hp and armor.
Pike corpse — skeleton with 2 bone pikes in place of arms, higher hp than normal swordman + a bit of dodges (more agile variant, mainly dodge counter). Can transform into ranged form (will throw those "bone pikes" and acts as skirmisher/anti-archer).
Archer corpse — raises undead elf archer with higher range, damage and precision. #betterarcherforundeads. Or just better archer unit for undeads.
Horseman corpse — raises skeleton centaur with higher speed and damage.
Basic corpse — raises current skeleton monster.
Mage corpse — raises some weird skeleton mage (don't have any ideas)
Dragon corpse — raises better version of skeleton dragon with +1 speed, 2 heads (2 actions) and bonus damage to flying. Other stats are same.
Also all these must be trainable in that monster factory building for undeads. Cost must be higher than for normal units.
Also. Almost forgot. @Alexander82 maybe add for golden variant of skeleton pikes +1 range?
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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Empowered necromancy
I like those and for the mage I have an idea (basically a version with a bigger staff and an expanded spell list)
Age of Fantasy design leader
- Alexander82
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Re: Empowered necromancy
About the +1 range I tought it was ok for them to have not that because of the fact that they are disposable units and the extra range is mostly for survivability
Age of Fantasy design leader
- StormSaint373
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Re: Empowered necromancy
Have the mage corpse raise one of the existing mages (mummy, lich {after revision}, etc)
Beware the calm before the Tempest. . .
- General Brave
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Re: Empowered necromancy
I would like more racial skeletons.
Wise, Might, Loyalty. Forever stands Warfell.
- StormSaint373
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Re: Empowered necromancy
More?
A lich is essentially a powerful skeleton mage...
Do you wish for an actual monster that casts spells?
A lich is essentially a powerful skeleton mage...
Do you wish for an actual monster that casts spells?
Beware the calm before the Tempest. . .
- StormSaint373
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Re: Empowered necromancy
So, an undead Warmage 30% in place of a mage monster...
Or 30% to drop a Warmage corpse from a spell caster.
Or 30% to drop a Warmage corpse from a spell caster.
Beware the calm before the Tempest. . .