Tail regeneration — ARCHIVED

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Alexander82
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Tail regeneration — ARCHIVED

Post by Alexander82 »

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 »

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

Post by Skelegonsans »

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 »

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 »

Sounds interesting.
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy »

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 »

Lizard only
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy »

ok! I got it!
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Alpha
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Re: Tail regeneration

Post by Alpha »

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

Post by Alexander82 »

yep!
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans »

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
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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MightyGuy
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Re: Tail regeneration

Post by MightyGuy »

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 »

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 »

Yes. Kobolds shouldnt swim.
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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Alpha
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Re: Tail regeneration

Post by Alpha »

And make too overpowered
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Skelegonsans
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Re: Tail regeneration

Post by Skelegonsans »

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?
That one guy that disappears for 6 months then comes back and keeps doing it over and over. :lol:
Have helped a lot with Scaledfolks early development a while ago, also author of Dragons Origin campaign.
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Lynx Shafir
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Re: Tail regeneration

Post by Lynx Shafir »

Sounds good

I'll try n image
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makazuwr32
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Re: Tail regeneration

Post by makazuwr32 »

Archived.
makazuwr32 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...
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