Unit - Templar Knight - IMPLEMENTED

These suggestions are in the game
Stratego (dev)
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Re: Unit - Templar Knight - ACCEPTED

Post by Stratego (dev) »

(veteran version is added too)
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Re: Unit - Templar Knight - ACCEPTED

Post by Stratego (dev) »

ok, but is it ok having 3 units of these kind? isnt there redundancy?
please check the stats of the crusaders - while i am putting in templar knight - we should make differences betw. them i suppose.
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Stratego (dev) »

up on server in 5 minutes.
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COOLguy
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Re: Unit - Templar Knight - IMPLEMENTED

Post by COOLguy »

Thanks! Patroid's are campaign only, and I'm not 100% that they're balanced/make sense with the other units. But yeah, they should be different. :) I'll look.
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Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Alexander82 »

Crusader might be able to convert but not heal (they fought to conquer for their faith, so it might have sense)

Btw, about the templar, hy don't you lower it's cost by 1?
so we'll have a templar with a cost of 4 and a knight templar for 5
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Alexander82
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Alexander82 »

Sorry daniel, shouldn't the templar knight be produced at the church? (like the templar)
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ollie444
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Re: Unit - Templar Knight - IMPLEMENTED

Post by ollie444 »

Agree with alex
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Re: Unit - Templar Knight - IMPLEMENTED

Post by Stratego (dev) »

ok, what about only in church?
i set that.

on next version it will be like this.
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