Claws, Tails and Poison. Scaledfolk Race.

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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 3:03 pm

?
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jul 29, 2018 3:05 pm

I mean stats of buildings.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 3:06 pm

What about them.
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sun Jul 29, 2018 3:28 pm

makazuwr32 wrote:
Sun Jul 29, 2018 3:03 pm
Their buildings will not be affected by themselves, only units they can train.
makazuwr32 wrote:
Sun Jul 29, 2018 3:05 pm
I mean stats of buildings.
Stats of all scaledfolk buildings will be the same.
Few units will change place where they can be trained. (just moved to other building or added into others as well)
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sun Jul 29, 2018 3:47 pm

Ok.
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jul 30, 2018 10:52 am

@General Brave

General change for all Skirmisher-type units: They MUST deal only 100% bonus damage to archers and dragons ONLY (no bonus damage to other flying units!). Includes Troll headhunters. Headhunters will have just more than 1 action/turn compared to regular skirmisher.
Reasons: it is ridicilous to see when basic troll headhunter kills 3 archers and especially elite ones in one turn. Also this will increase value of human skirmishers (right now they deal 50% bonus damage) and other upcoming skirmisher type units.

Highborn Presence aura (Changed from Highborn Training):
1. Possible targets:
Warrior
Armored warrior
Shaman
Rider
Elite Rider
Archer
Armored archer
Fire archer
Slinger
Armored slinger
Spearman
Armored spearman
Skirmisher
Armored skirmisher
Komodo knight
Armored komodo knight
2. Range - 1 for most Highborn, 2 for Kobold lady (in both forms)
3. Effect:
gives +3 attack, +1/+1 armors to nearby kobolds who can be affected by this aura.

If not specified, unit has 0% spell resist.

Basic kobolds:
Kobold Laborer:
Cost - 3 turns, trainable at TC
Hp - 10
Attack - 3
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Mend rate - 6
No bonuses
Counts for new classification as worker
Armored kobold laborer:
Cost - 3, trainable at TC
Hp - 12
Attack - 5
Range - 1
Armor - 0/1
Speed - 3
Sight - 5
Mend rate - 8
No bonuses
Counts for new classification as worker
Kobold Warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 17
Attack - 7
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Armored kobold warrior:
Cost - 2 turns, trainable at TC, Swamp Barracks
Hp - 22
Attack - 10
Range - 1
Armor - 1/1
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as infantry
Kobold Archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 12
Attack - 4
Range - 5
Armor - 0/0
Speed - 3
Sight - 6
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Armored kobold archer:
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 16
Attack - 6
Range - 6
Armor - 0/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, Heavy pikemen
Counts for new classification as archer
Kobold Spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 4
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Armored kobold spearman:
Cost - 2 turns, trainable at TC, Swamp barracks
Hp - 15
Attack - 6
Range - 2
Armor - 0/1
Speed - 3
Sight - 5
Has 450% bonus against cavalry, mounted archers
Counts for new classification as Pikeman
Kobold Slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 16
Attack - 6
Range - 3
Actions/turn - 2
Armor - 0/1
Speed - 3
Sight - 5
Spell resist - 20%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer

Removed power range.
Armored kobold slinger:
Cost - 3 turns, trainable at Hunter's hut only
Hp - 19
Attack - 6
Range - 4
Power range - 1
Actions/turn - 3
Armor - 1/1
Speed - 3
Sight - 6
Spell resist - 30%
Has 100% bonus against Giants, Dragons
Counts for new classification as Archer
Kobold Skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 11
Attack - 5
Range - 3
Armor - 0/4
Speed - 3
Sight - 5
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
Armored kobold skirmisher (new unit!):
Cost - 2 turns, trainable at TC, Hunter's hut
Hp - 14
Attack - 6
Range - 4
Armor - 1/5
Speed - 3
Sight - 6
Has 100% bonus against archers, dragons
Counts for new classification as Skirmisher
(name changed from Calvary) Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks
Hp - 20
Attack - 5
Range - 1
Actions/turn - 2
Armor - 0/1
Speed - 6
Sight - 7
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(name changed from heavy Calvary) Elite Kobold Rider:
Cost - 3 turns, Trainable at TC, Swamp Barracks. Affected by Armored kobolds upgrade, not for Heavy kobold Warden Upgrade.
Hp - 25
Attack - 6
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 6
Sight - 8
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
(changed from Komodo rider) Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 30
Attack - 10
Range - 1
Armor - 2/2
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry

Removed poison weapon passive
(changed from Komodo rider) Heavy Komodo knight:
Cost - 4 turns, trainable at Swamp barracks, Stronghold
Hp - 36
Attack - 12
Range - 1
Armor - 3/3
Speed - 5 (no speed in water! they can't move through water.)
Sight - 6
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry

Removed poison weapon passive
Kobold shaman:
Cost - 3 turns, trainable at TC, hunter's hut, Stronghold
Hp - 12
Attack - 4
Range - 1
Armor - 0/0
Speed - 3
Sight - 6
Heal rate - 10
Has no bonuses
Counts for new classification as Caster
Abilities:
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Poison Breath, range 6 (lowered), cooldown - 3 turns
Fear, range 4, lasts 3 turns, no cooldown. Can't affect buildings, siege units, mechanical units.
Dragonrend, range - 2, chance 50%, cooldown - 1 turns (if you couldn't kill dragon in this turn you will have to wait a bit, no "spam until success"), affects only Dragons
Kobold Merchant
Cost - 2 turns, trainable at TC
Hp - 9
Attack - 1
Range - 1
Armor - 0/0
Speed - 4
Sight - 5
Spell resist - 100%
Has no bonuses
Counts for new classification as Special unit
Can't capture TC's
Is a money courier (can speed up production)
Komodo Dragon:
Cost - 2 turns, trainable at TC
Hp - 15
Attack - 5
Range - 1
Armor - 0/0
Speed - 5 (2 in water)
Sight - 6
Spell resist - 100%
Has no bonuses
Counts for new classification as Infantry
Wagon:
Cost - 4 turns, trainable at TC, can be constructed by laborers.
Hp - 25
Attack - 1
Range - 1
Armor - 0/3 (-1 normal armor so it will be completely same as other wagons)
Speed - 5
Sight - 5
Carry capacity - 3
Spell resist - 100%
Construction bonus: -67%
Has no bonuses
Counts for new classification as Transport
Siege mantlet:
Is constructed by Laborers.
Hp - 30
Attack - 0
Armor - 0/8
Speed - 1
Sight - 3
Carry capacity - 1, units can't use abilities and attack inside.
Spell resist - 100%
Construction bonus: 0%
Mend bonus: 50%
Counts for new classification as Transport, Siege unit.
Advanced units:
Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 34
Attack - 10
Range - 1
Actions/turn - 1 (removed second action)
Armor - 2/3
Speed - 3
Sight - 4
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman

Removed bonus to archers.
Heavy Kobold warden:
Cost - 6 turns, trainable at Fort, Stronghold
Hp - 40
Attack - 12
Range - 2
Actions/turn - 1 (removed second action)
Armor - 3/4
Speed - 3
Sight - 5
Has 200% bonus against Cavalry
Counts for new classification as Heavy Pikeman

Removed Power range, bonus to archers.
Kobold lord:
Cost - 5, Trainable at Stronghold.
Hp - 40
Attack - 12
Range - 1
Actions/turn - 1
Armor - 2/3
Speed - 5
Sight - 6
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry
Abilities:
Group attack 2 (affects ALL units, as usual. Including dragons, passive), range - 4 tiles.
Kobold Priestess:
Cost - 5, Trainable at: Temple
Hp - 18
Attack - 5
Range - 1
Armor - 0/2
Speed - 3
Sight - 6
Heal rate - 15
Has no bonuses
Counts for new classification as Caster
Abilities:
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.
Rest - Deals 30 damage to target Undead unit. Affects Undead units only. Range - 4, cooldown - 4 turns.
Heal, range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Slowing, range 4, no cooldown. Can't affect buildings, siege units, transport units.
Kobold Conjurer (changed first letter in his name):
Cost - 10 turns, trainable at Temple. Don't need any techs for training. Can be trained only one under control of each scaledfolk player.
Hp - 30
Attack - 3
Range - 1
Armor - 2/2
Speed - 3
Sight - 8
Spell resist - 100%
Has no bonuses
Counts for new classification as Unique unit, Elite unit, Caster
Abilities:
makazuwr32 wrote:
Fri Jul 27, 2018 7:32 pm
1. Summon Dragon - summons near Conjurer RANDOMLY one dragon of 4 he can summon now. Cooldown - 5 turns, dragon is permanent.
2. Fire missle - like magic missle spell with same damage, range 4, applies burning stack on hit, no cooldown.
3. Dragon blood - gives target non-dragon non-mechanical non-buildining non-ship unit additional 15% hp regen per turn for 3 turns. doesn't remove any status effects like burning, poison, etc... Can be extremly useful on Hydras.
4. Dragon skin - self-castable ability, adds +5/+5 armor for 2 turns, no cooldown.
5. Dragon's blessing - target non-dragon non-elite non-unique unit gains randomly +1 attack, +1 normal armor, +1 piercing armor, +5% regeneration/turn. Stackable, chances are: 30%, 25%, 25%, 20%, range - 1, cooldown 3 turns, effect is permanent.
Removed ALL passive abilities, auras, etc...

Comment: he will become more useful support caster who can also once in 6 turns summon random dragon. Increased Hp and turn cost for compencation of ability to be trained a bit earlier and loss of armor and summons.
Kobold Drummer (removed "Highborn"):
Cost - 6 turns, trainable at Swamp barracks, Stronghold. Don't need any upgrades for training.
Hp - 15
Attack - 1
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Has no bonuses
Counts for new classification as Special unit
Abilities:
Drum beat (passive aura): All basic non-cavalry Kobolds (listed above at the beginning) gain +1 speed. Range - 4 tiles.
Group attack 1, as usual, affects all exept himself units (another drummer can affect him), Range - 4 tiles.

Comment: this way basic kobolds will become even more useful for scaledfolks because they gain +1 speed.
Kobold Fire archer:
Cost - 4 turns, Trainable at hunter's hut, Stronghold. Doesn't need any upgrades for training.
Hp - 12
Attack - 6
Range - 6
Armor - 1/1
Speed - 3
Sight - 7
Has 50% bonus against infantries, siege units, Heavy pikemen, 100% bonus against ships, mechanical units, 200% bonus against Trolls (for now, maybe i will lower it later), standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Archer

Comment: for ability of training earlier, better stats when compared to normal archer and lots of bonuses increased his cost to 4 turns.
Highborn (all these need armored kobolds upgrade, have Highborn Presence aura):
Comment: Highborn now have 2 buildings where they can be trained: Fort and Keep. They will become more easily accessable. Increased their stats so that they can match Imperials, Uruks, Phantoms.
Highborn kobold Maceman:
Cost - 5 turns, Trainable at: Fort, Keep
Hp - 45
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 5
Spell resist - 50%
Has 50% bonus against infantries, heavy infantries, archers, siege, giants, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Heavy Infantry, Elite unit
Highborn kobold spearman:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 36
Attack - 10
Range - 2
Actions/turn - 2
Armor - 2/3
Speed - 3
Sight - 5
Has 200% bonus against cavalry
Counts for new classification as Heavy Pikeman
Abilities:
Throw spear: deals 10 damage to target unit in range 4. Can't affect buildings, siege units, mechanical units. Cooldown - 1 turn.
Highborn kobold archer:
Cost - 4 turns, Trainable at: Fort, Keep
Hp - 30
Attack - 12
Range - 7
Armor - 1/1
Speed - 3
Sight - 10
Has 50% bonus against Elite units, infantries, Heavy pikemen
Counts for new classification as Elite unit, Archer
Highborn Kobold Swordman:
Cost - 4 turns, trainable at: Fort, Keep
Hp - 50
Attack - 15
Range - 1
Armor - 3/5
Speed - 3
Sight - 5
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Elite unit
Kobold lady (Mounted):
Cost - 8, trainable at: Keep, Can be trained only 1 under control of each player.
Hp - 50
Attack - 20
Range - 1
Armor - 3/4
Speed - 6
Sight - 8
Spell resist - 100%
Has 50% bonus against infanties, archers (non mounted), heavy infantries, skirmishers, siege units, giants
Counts for new classification as Cavalry, Elite unit, Unique unit
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)
Triple group attack (passive aura)

After death becomes Kobold Lady (unmounted)

Removed Carry capacity, 2nd action/turn, dodges.
Kobold Lady (unmounted):
Can't be trained; restricts training of Kobold Lady (Mounted)
Hp - 40
Attack - 20
Range - 1
Armor - 3/4
Speed - 3
Sight - 6
Spell resist - 100%
Has 50% bonus to infantries, giants, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Unique unit, Elite unit, Heavy infantry
Abilities:
Self Strenghten: as usual, 2 turns length.
Double strike: range - 3, no cooldown, can't affect herself, affects: infantries, Cavalry, Heavy infantries, Pikemen, Heavy Pikemen. She can be affected by double strike spell from other scource still.
Clear vision, range 3, everything else as usual.
Disenchant Weapon (passive)

(She keeps all abilities exept of Triple Group Attack aura)
Lizardmen:
Lizardman Shielder (changed from Lizard Blademan):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 32
Attack - 14
Range - 1
Armor - 2/4
Speed - 3 (1 in water)
Sight - 5
Spell resist - 20%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Elite Lizardman Shielder (changed from "Armored Lizard Blademan"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 38
Attack - 17
Range - 1
Armor - 3/6
Speed - 3 (2 in water)
Sight - 5
Spell Resist - 30%
Has standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Heavy infantry, Amphibious unit
Lizardman archer:
Cost - 4 turns, Trainable at Fort, Keep
Hp - 20
Attack - 8
Range - 6
Armor - 1/1
Speed - 3 (1 in water)
Sight - 7
Spell Resist - 20%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Elite Lizardman Archer (Changed from "Armored"):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 26
Attack - 10
Range - 7
Armor - 2/2
Speed - 3 (2 in water)
Sight - 8
Spell Resist - 30%
Has 50% bonus to infantries, giants, Heavy pikemen
Counts for new classification as Archer, Amphibious unit
Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 24
Attack - 5
Range - 4
Actions/turn - 2
Armor - 0/3
Dodge Arrows - 15%
Speed - 3 (1 in water)
Sight - 6
Spell resist - 20%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Elite Lizardman Headhunter (new unit!):
Cost - 4 turns, Trainable at Fort, Keep
Hp - 30
Attack - 7
Range - 5
Actions/turn - 2
Armor - 1/4
Dodge Arrows - 30%
Speed - 3 (2 in water)
Sight - 6
Spell resist - 30%
Has 100% bonus to archers, dragons
Counts for new classification as Skirmisher, Amphibious unit
Snakemen:
Snakeman Duel Swordsman (fix name!):
Cost - 4
Hp - 30
Attack - 12
Range - 1
Actions/turn - 2
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 50% bonus to infantries, heavy infantries, giants
Counts for new classification as Infantry, Amphibious unit
Snakeman Spearman:
Cost - 4
Hp - 26
Attack - 9
Range - 1
Armor - 1/1
Speed - 4 (2 in water)
Sight - 6
Dodge Melee - 30%
Dodge Ranged - 30%
Dodge Counter - 60%
Has 450% bonus against cavalry
Counts for new classification as Pikeman
Giants of Scaledfolk:
Turtleman:
Cost - 7 turns, Trainable at Temple
Hp - 60
Attack - 20
Range - 2
Armor - 5/7
Speed - 3 (4 in water)
Sight - 5
Spell resist - 70%
Carry capacity - 1 (units inside can act as in tower, can't transport Wagons, Mantlets); can't transport Dragons.
Has 50% bonus to Naval units, Amphibious units, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Giant, Amphibious, Water transport unit, Heavy infantry
Hydra:
Cost - 10 Turns, Trainable at Temple
Hp - 112
Attack - 14
Range - 2
Actions/turn - 4
Armor - 2/2
Speed - 3 (2 in water)
Sight - 6
Spell resist - 80%
Has 25% bonus to giants
Counts for new classification as Giant, Troll (for now), Amphibious
Abilities:
Hydra's Venom (passive): deals 8 damage/turn for 4 turns, non-stackable, doesn't affected by bonuses, can't affect undeads, demons, mechanical units, ships, buildings, Trolls (their regeneration surpasses effect of venom applies to hydra itself)
Eat corpse: eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Troll regeneration (as usual)
Dragons:
Devourer:
Cost - 4 turns, Trainable at Dragon temple
Hp - 40
Attack - 10
Range - 1
Armor - 4/2
Speed - 4 (land unit)
Sight - 5
Spell resist - 0%
Has 50% bonus to infantries
Counts for new classification as Dragon
Abilities:
Lifelink (passive, self only)
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.
Devourer's strength (passive) - for each eaten corpse gains +4 hp, +1 damage. (added) OR Regular Veteran power that increases hp on kill and attack (no armor increase)
White dragon:
Cost - 6, Trainable at Dragon temple
Hp - 30
Attack - 10
Range - 1
Actions/turn - 1
Armor - 1/1
Speed - 3 (land unit)
Sight - 6
Spell resist - 20%
Heal rate - 10
Has no bonuses
Counts for new classification as Dragon, Caster
Abilities:
White breath - heals all units affected by spell for 15 hp, range - 3, cooldown - 4 turns.
Heal - range 4, no cooldown. Can't affect buildings, siege units, mechanical units.
Healing aura: same as elf wizard

Removed all his other spells: he is only healer right now.
Acid Dragon (Changed name from Green dragon):
Cost - 6 turns, Trainable at Dragon temple
Hp - 38
Attack - 12
Range - 5
Armor - 2/2
Speed - 5
Sight - 6
Spell resist - 40%
Has 50% bonus to mechanical units, ships, standart bonuses to buildings: 100% to regular buildings, towers, 200% to walls, 700% to Castle-type.
Counts for new classification as Dragon, Flying
Abilites:
Acid breath (passive): applies "Acid" effect on hit to mechanical units, ships, buildings. Is stackable, deals on affected unit per turn

Code: Select all

 1*(amount of "Acid" effect stacks)*(bonus to unit)
each effect lasts for 6 turns. Mending of unit removes 3 stacks of effect only.
Slowness: range - 3 tiles, no cooldown.

Removed all other abilities, auras and passives.
Fire dragon:
Cost - 6 turns, Trainable at Dragon temple
Hp - 30
Attack - 14
Range - 1
Armor - 1/1
Speed - 4
Sight - 5
Spell resist - 30%
Has 25% bonus to mechanical units, ships, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Dragon, Flying
Abilities:
Fire breath - range 3, cooldown 4 turns.
Lesser fire breath - Magic missle-like ability, deals 7 (half of his basic damage) damage and applies if possible burning effect to target. Range - 4, no cooldown
Burning weapon (Passive)

Removed second fireball.
Gold Dragon:
Cost - 5 turns, Trainable at Dragon temple
Hp - 20
Attack - 6
Range - 1
Actions/turn - 2
Armor - 0/0
Speed - 5
Sight - 6
Mend rate - 10
Has no bonuses
Can't start any buildings.
Counts for new classification as Dragon, Flying, Worker

Removed all his spells and passive abilities: now he is a support worker unit (and great one i must say!)
Dark Dragon:
Cost - 8 turns, Trainable at Dragon temple
Hp - 50
Attack - 16
Range - 2
Armor - 2/2
Speed - 4
Sight - 5
Spell resist - 50%
Has no bonuses
Counts for new classification as Dragon, Flying
Abilities:
Slow weapon (passive)
Dark Presence (aura): range - 3 tiles, affects non-flying, non-mechanical units. affected units gain -25% spell resist, -1 speed. Doesn't stack from multiple scources. Can't affect unique units, Forum Heroes.
Convert - 30% chance, range - 3 tiles, cooldown 1 turn.
Eat Corpse - eats nearby corpse for healing 10 hp. Does nothing if there is no corpse nearby.

Changed passive on-hit effect, changed aura, removed dark breath spell, added attack range.
Dragon Lord (Changed from Gray Dragon):
Cost - 8 turns, Trainable at Temple
Hp - 80 (still highest among all dragons!)
Attack - 25
Range - 2
Armor - 5/5
Speed - 3 (1 in water)
Sight - 8
Spell resist - 100%
Has 50% bonus to giants, dragons, 1% to flying units, halved standart bonuses to buildings: 50% to regular buildings, towers, 100% to walls, 350% to Castle-type.
Counts for new classification as Giant, Dragon, Heavy infantry, Amphibious unit
Abilities:
Fear Weapon (Passive)
Dragon lord presence (passive aura): All other allied dragons in range 4 gain +1/+1 armors, +5 damage. Affects Dragons only, doesn't affect himself (alas other dragon lord can affect him)
Fire breath: range - 5, cooldown 3 turns.
Fear: range - 4 tiles, no cooldown.
Dragon's might: gives target unit in range 3 +3 attack for 3 turns. Can't affect buildings, siege units, flying units, dragons, transport units, mechanical units.

Changed his skills, aura, passive on-hit effect.
Naval units:
Raft
Cost - 3 turns, trainable at TC near water, can be built by laborers
Hp - 15
Attack - 1
Range - 1
Armor - 0/1
Speed - 3
Sight - 4
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 1, units incide can act as in tower.
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit
Small ship
Cost - 4 turns, trainable at TC near water, can be built by laborers.
Hp - 24
Attack - 0
Range - 1
Armor - 0/3
Speed - 4
Sight - 5
Spell resist - 100%
Construction bonus: -83%
Carry capacity - 2
Has no bonuses
Counts for new classification as Ship, Naval unit, Water transport unit

Removed "Throw" ability.
Upgrades:
Armored kobolds upgrade:
Can be researched at: Swamp barracks, Stronghold.
Cost 9 turns (increased by 1 because this upgrade affects most units in the game!)
Heavy kobold warden upgrade:
Can be researched at: Fort, Stronghold.
Cost 6 turns, affects Kobold warden ONLY.
Armored Lizardmen upgrade:
Can be researched at: Fort, Keep.
Cost 8 turns.
Dragonrend upgrade:
Can be researched at: Hunter's hut.
Cost 5 turns.
Tough scales upgrade:
Can be researched at: Temple.
Cost - 5 turns.
ALL kobolds (including Highborn) and Lizardmen gain+1 damage, +1/+1 armor, +10% hp regen per turn

Upd.1: Added dragons to unit list whom Turtleman can't transport.
Upd.2: Increased a bit Damage and range of Fire dragon's lesser fire breath ability and added giants to bonus list of units for kobold maceman.
Last edited by makazuwr32 on Thu Aug 02, 2018 6:01 am, edited 6 times in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Mon Jul 30, 2018 11:55 am

Nice job Makazuwr.
More balanced and fair.


Some question -
1)why turtle man has speed 3 on land. Isn't supposed to be slower
(also moved only in Temple . - i guess u r right)
2)Can Keep still built on water? (and other structures)
3)Why needs red dragon "fire missile" whit no CD if has passive burning weapon.(obliviously 2 fire ball was exaggerated)
4)Kobold fire Archer is gem unlock or default? (BTW when get humans fire Archer?)
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jul 30, 2018 12:02 pm

1. i want to speed up turtleman on land. Speed 2 is bad especially if count fact that: a. you can build Temple not near water (for example just because there is no place for), also this is compensation of excluding it from wagons/ships and from fort. it still has higher speed in water.
2. no changes to buildings themselves: where they can be built, their stats and such.
3. Fire missle for red dragon is ranged attack while dragon himself is melee. ofc ranged attack deals lower damage than melee.
4. gem or not this won't be changed.


Also i personally like Acid dragons (they will be extremly powerful against buildings and mechanical units, also they will be able to affect mechanical units who is invurable to fire/burning.

Another intresting combination - Turtleman + any caster and especially Turtleman + Conjurer:you will need to kill this tough guy before you can rid of caster.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Mon Jul 30, 2018 5:23 pm

But first, I send the hero units then I start working on this.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Mon Jul 30, 2018 5:27 pm

Alright.
Main priority is that this must be done 'till next version release.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Mon Jul 30, 2018 11:50 pm

I like those changes overall. A few of them look a bit weird to me but overall most of the changes are good. Good job man.

One question though, I didn't understand the effect of Acid Dragon's passive?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Tue Jul 31, 2018 6:33 am

Passive deals more damage if more stacks are applied of that passive to unit.
If unit has for example 3 stacks than each stack will deal 3damage/turn or in total 9 damage/turn. if unit has 5 stacks and acid dragon has for example 700% bonus to it (Mega building is that) than it will gain 35 damage from each stack of acid or in total 175 damage/turn.

It is not so powerful at the beginning but after few attacks it begin dealing serious damage.

Also what changes look weird for you?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Tue Jul 31, 2018 2:33 pm

1. The fact that lizardmen can't be recruited in swamp barracks / hunter's hut anymore. They seemed fitting to those buildings as they are not elite units, just a sort of heavy infantry.

2. New red dragon looks nice and balanced, but his lesser fire breath is not too useful. Either increase its damage to something like 8 or maybe increase its range to 4-5. Because staying at range 2/3 just to deal 5 damage to a single unit is not very good even if it applies a burning stack (and even the dragon's normal attack does). Also maybe the lesser fire breath should have bonus against buildings as well as its regular attack does. Also why does its fire breath have a higher cooldown than other dragons' fire breaths if it has the same power?

3. Dragon's might is too weak now. Strengthen gives an unit 3 attack, armor AND p. armor while dragon's might gives only 3 attack. I think dragon's might should give at least 5 attack to make it a little bit more useful.

4. I don't know why the Highborn Kobold Maceman has a higher cost than the other Highborns. Maybe make it cost 4 like the others and slightly lower its HP to make it worth a 4 cost rather than 5. Because having just one Highborn be a different cost than the others is weird cuz they're the same type of unit y'know. :lol:

Other than those small details, I think the changes are pretty okay.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Tue Jul 31, 2018 3:08 pm

1. Lizardmen are semi-elite units now. Like Vampire or Death Knight for undeads - they are semi elite units and moved from eaarly buildings. Also i needed something for addition to Fort and Stronghold because both these buildings are pretty lonely before you researched armored kobolds.

2. Yes his lesser fire breath attack is affected by bonuses dragon has. Also reason why i increased cooldown is because this unit is only of all with fireball who has burning as passive and on magic missile.
As for that attack it is still useful because sometimes you don't want to fly into point blank and stay for example in mountains or in water and for that this ability is useful - less than normal attack but ranged. maybe i'll increase range and damage by 1.

3. the point is that Scaledfolks can get for their army 3 global (that affect all units) auras: +1 damage, +2 damage, +3 damage. To ALL units including dragons. Dragon lord adds all loyal dragons +5 damage and +1/+1 armor. Highborn also can add other kobolds +3 attack and +1/+1 armor. and because i lowered it to +3. Orcs and Dwarves (who have strengthen spell) don't have right now for example so many auras. Just think about it: +9 damage and +1/+1 armors for most of your army. and half of it can get even more +3 damage to get +12 in total to attack.

4. Maceman was originally more costly and also it is more useful than swordman: he has only by 5 hp less and by 0/1 armor less than swordman but has higher damage and more bonuses. And because +1 turn cost.
Imperial Swordman also has higher damage and cost than shielder.
Also forgot to add Giants to his bonuses.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Jul 31, 2018 5:45 pm

Okay, thanks for the suggestions.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by godOfKings » Tue Jul 31, 2018 7:36 pm

Deleted... Nobody needs to know a thing
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Wed Aug 01, 2018 6:16 pm

Everything back it seems.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Thu Aug 02, 2018 1:43 am

makazuwr32 wrote:
Tue Jul 31, 2018 3:08 pm
1. Lizardmen are semi-elite units now. Like Vampire or Death Knight for undeads - they are semi elite units and moved from eaarly buildings. Also i needed something for addition to Fort and Stronghold because both these buildings are pretty lonely before you researched armored kobolds.

2. Yes his lesser fire breath attack is affected by bonuses dragon has. Also reason why i increased cooldown is because this unit is only of all with fireball who has burning as passive and on magic missile.
As for that attack it is still useful because sometimes you don't want to fly into point blank and stay for example in mountains or in water and for that this ability is useful - less than normal attack but ranged. maybe i'll increase range and damage by 1.

3. the point is that Scaledfolks can get for their army 3 global (that affect all units) auras: +1 damage, +2 damage, +3 damage. To ALL units including dragons. Dragon lord adds all loyal dragons +5 damage and +1/+1 armor. Highborn also can add other kobolds +3 attack and +1/+1 armor. and because i lowered it to +3. Orcs and Dwarves (who have strengthen spell) don't have right now for example so many auras. Just think about it: +9 damage and +1/+1 armors for most of your army. and half of it can get even more +3 damage to get +12 in total to attack.

4. Maceman was originally more costly and also it is more useful than swordman: he has only by 5 hp less and by 0/1 armor less than swordman but has higher damage and more bonuses. And because +1 turn cost.
Imperial Swordman also has higher damage and cost than shielder.
Also forgot to add Giants to his bonuses.
1. I don't see them being nether semi-elite nor elite at all. They have less cost than Uruks and are WEAKER, their only advantage is going (VERY slowly) through water - and still even having a cost 1 point higher they have the same stats, if not a bit less than an unupgraded, regular uruk unless they are armored and the uruk isn't upgraded. And the uruk is an elite unit, so... I still think it would be nice to have them at the main factory units. But then again we all know that uruks are overpowered. :lol:

2. I'd be in favor of the 1 damage 1 range increase in lesser fire breath. Also good to know that it is also affected by bonuses. Looks a bit more useful to me now.

3. Hmm, good point, didn't think about that. Scaledfolk auras look like the strongest ones in the game right now, so it makes sense.

4. I mean, its stats aren't even that much higher than the swordsman to justify the 1 cost increase. If it must stay at cost 5 then at least increase its stats slightly so it's an unit actually worth getting?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Aug 02, 2018 1:53 am

What do you consider the lizard man to be actually?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Thu Aug 02, 2018 1:55 am

Heavy infantry. A regular infantry unit but more tanky. Notice how the lizardmen have more armor and hp than a regular kobold but don't have a MUCH higher attack, unlike uruks compared to orcs. That makes lizardmen a heavy infantry in my eyes.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Aug 02, 2018 1:58 am

I see, I like your idea.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Thu Aug 02, 2018 5:59 am

Skelegonsans wrote:
Thu Aug 02, 2018 1:43 am
1. I don't see them being nether semi-elite nor elite at all. They have less cost than Uruks and are WEAKER, their only advantage is going (VERY slowly) through water - and still even having a cost 1 point higher they have the same stats, if not a bit less than an unupgraded, regular uruk unless they are armored and the uruk isn't upgraded. And the uruk is an elite unit, so... I still think it would be nice to have them at the main factory units. But then again we all know that uruks are overpowered. :lol:

2. I'd be in favor of the 1 damage 1 range increase in lesser fire breath. Also good to know that it is also affected by bonuses. Looks a bit more useful to me now.

3. Hmm, good point, didn't think about that. Scaledfolk auras look like the strongest ones in the game right now, so it makes sense.

4. I mean, its stats aren't even that much higher than the swordsman to justify the 1 cost increase. If it must stay at cost 5 then at least increase its stats slightly so it's an unit actually worth getting?
1. Well if you think this way than elven sentinel needs huge buff to stats because he costs 6 turns following your logic.
Remember that this tough scales upgrade affects lizardmen as well and they gaining regeneration and +1 to damage and both armors and elite lizard shielder has same as uruks stats exept of much higher armor and regeneration. 2 speed in water is same as giant's one of orcs.
Also as for uruks i want to either completely change their stats (of all upgrades and basic archer their) and costs. Cost must be higher while stats will be nerfed a bit (hp and damage increase per level of upgrade). For compensation i will add them some spell resist.

2. Done already.

3. Yea. They have most amount of auras and if used correctly they will have huge advantage.

4. The main difference is that swordman will deal 15 damage to infantries and giants while maceman 30 because of bonus and will not miss 'em. Please don't forget to check out bonuses.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Aug 02, 2018 2:13 pm

Image
We can have something like this as a skirmisher.
Image
A mage perhaps or healer.
Image
Some search of heavily-armed Infantry or anti-calvary.
Image
Spearman.
Image
Double swordman.
Image
Axe Warrior.
Image
Druid.
Last edited by General Brave on Thu Aug 02, 2018 2:59 pm, edited 2 times in total.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Aug 02, 2018 2:51 pm

What do you think about dinosaurs to go alongside the lizardman.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Thu Aug 02, 2018 2:56 pm

An even craziest step than all that dragons.
No. Juts Map editor unit maybe
Anyway Isn't that more Sci-fi stuff than classic fantasy?
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Thu Aug 02, 2018 2:58 pm

Feel like dinosaurs would go with a different "age of" game in the future

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Thu Aug 02, 2018 3:00 pm

There already is Raptors and there is another unit which is a dinosaur with that ball thing at the end of the tail.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Thu Aug 02, 2018 3:04 pm

Oh yea......forgot about that but it seems so unfitting for some reason.

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by LordOfAles » Thu Aug 02, 2018 3:05 pm

General Brave wrote:
Thu Aug 02, 2018 2:13 pm
Image
We can have something like this as a skirmisher.
Image
A mage perhaps or healer.
Image
Some search of heavily-armed Infantry or anti-calvary.
Image
Spearman.
Image
Double swordman.
Image
Axe Warrior.
Image
Druid.
Hah. Half of them are from Battle For Wesnoth.
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Re: Claws, Tails and Poiston. Scaledfolk Race.

Post by Lynx Shafir » Thu Aug 02, 2018 3:13 pm

That raptor is not Dino Raptor and is not with scalefolk. (something similar should be)
. I don't know what u mean ball thing tail.?

We already have Kobolds, , reptilian and dragons.
Is too many stuff too work on dinos right now.

1)We need balance the others.
2)We need more units/content for humans and elfes.
3)Still think don't fits in thematic nor
3.5Too many giants (some as map editor is good)
4)My elite brutes first #Blue
5)U need to make all that jsons.
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