tech: poisoned weapon - IMPLEMENTED
tech: poisoned weapon - IMPLEMENTED
Some warriors have the opportunity of poisoning the enemy.Takes 5hp/turn. Duration of action: 3 turn.
Re: tech: poisoned weapon
this needs a new engine which is not implemented yet
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Re: tech: poisoned weapon
this is not a tech but an ability that must be activated.
so some units have poison on them and they can poison the weapon that lasts a few turns.
and yes i am not sure i can configure this, but maybe (i can do very complex things )
the point is: this is not a tech but an ability or spell, i will move it into a new section will be called abilities/spells.
btw: which race and which units u though having this ability?
so some units have poison on them and they can poison the weapon that lasts a few turns.
and yes i am not sure i can configure this, but maybe (i can do very complex things )
the point is: this is not a tech but an ability or spell, i will move it into a new section will be called abilities/spells.
btw: which race and which units u though having this ability?
Re: tech: poisoned weapon
i think orcs used poisoned arrows to compromise their poor skills
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Re: tech: poisoned weapon
ok, which units among orcs?
Re: tech: poisoned weapon
the ranged warriors.
the orcs have archers too, but they are inefecrive and low ranged compared to himan. that is why they use poison on the arrows.
the orcs have archers too, but they are inefecrive and low ranged compared to himan. that is why they use poison on the arrows.
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Re: tech: poisoned weapon
I agree...maybe undead archers, too, just by their infectious nature...
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Re: tech: poisoned weapon
orcs have already a similar ability.
Re: tech: poisoned weapon - IMPLEMENTED
Currently this ability lasts 2 turns but only on 1 turn unit can poison enemy. I think at this ability should last 3-4 turns.
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Re: tech: poisoned weapon - IMPLEMENTED
Currently, poisoned weapon on most orcs is a total waste of time. Few enemies survive a master orc warrior hitting them already, and for any orc to cast it costs them a turn that they would do more damage in attacking.
As much as I don't know if it is a good idea to add even more power to orc units, I would like to propose we adjust this to be a permanent upgrade to all units that would have the ability. This means anything that would cast it on themselves now deals poison on every hit once researched. That would at least make this a useful upgrade.
As much as I don't know if it is a good idea to add even more power to orc units, I would like to propose we adjust this to be a permanent upgrade to all units that would have the ability. This means anything that would cast it on themselves now deals poison on every hit once researched. That would at least make this a useful upgrade.
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Re: tech: poisoned weapon - IMPLEMENTED
This is supposed to be used against armored units and cavalry JUST BEFORE the battle, i still find it useful for me
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Re: tech: poisoned weapon - IMPLEMENTED
Yeah, that 1 turn window you may or may not have. I think it would be preferable to just give permanent poison, rather than need to cast it.
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Re: tech: poisoned weapon - IMPLEMENTED
....
Anyways always seems too OP, maybe just prolong the duration to 5
Anyways always seems too OP, maybe just prolong the duration to 5
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Re: tech: poisoned weapon - IMPLEMENTED
I would simply 2 two things:
1) extend it to other subraces (goblins and such)
2) extend it to ranged.
This way you trade power for versatility.
You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
1) extend it to other subraces (goblins and such)
2) extend it to ranged.
This way you trade power for versatility.
You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
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Re: tech: poisoned weapon - IMPLEMENTED
Agreed. and maybe prolong duration by 1 turn
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Re: tech: poisoned weapon - IMPLEMENTED
Makes a lot more sense to give it to goblins anyway, both for realism (goblins are small and look for any edge they can get) and balance (goblins have less attack, so can actually benefit more)Alexander82 wrote:I would simply 2 two things:
1) extend it to other subraces (goblins and such)
2) extend it to ranged.
This way you trade power for versatility.
You haven't a fixed poison damage but you can give up one attack for a few turns of poison.
Ranged: typically the ideal place for poison anyway, so good idea.
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Re: tech: poisoned weapon - IMPLEMENTED
Yeah. If Daniel agrees I'll simply extend poison to other orc units.
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