Claws, Tails and Poison. Scaledfolk Race.

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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Sat Aug 04, 2018 6:45 am

Savra wrote:
Sat Aug 04, 2018 3:50 am
So make them like red lizardman with wings?
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Aug 04, 2018 6:51 am

So no winged one.
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Sunrise Samurai
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Sat Aug 04, 2018 11:58 am

For gold dragon, instead of having it summon an elf parapet, could it have these spells:

Poison dart trap: summons a poison dart trap in range 4, cooldown 5. These are poison towers with current stats, but invisible. This includes having one carry capacity to hide a unit in, which is what really justifies the cooldown.

Trap ground: summons a poison pit in range 4. No cooldown.

Put the two together and it's a trap making monster. Especially hiding inside an invisible trap.


I also suggest that the current poison towers be turned into poison dart traps, making scalefolk sneaky irritants by default. Given the low range and weak power, there's really no reason to build them right now except to maybe hide something in for a turn. This would give abundant reason to hide them everywhere.

On that subject, I'd like to see poison pits have a cost of 1, since they are single use and unreliable anyway.

Also, is there a reason kobold lady has 500% all dodges?
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makazuwr32
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by makazuwr32 » Sat Aug 04, 2018 1:07 pm

no reason.
Gold dragon will become more costly flying laborer with high mend rate and 2 actions. no spells and auras. can't begin construction.
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!)
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https://www.androidutils.com/forum/view ... 300#p65953 more carefully.
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Sunrise Samurai
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Sat Aug 04, 2018 1:25 pm

Ok then. I'd still recommend those changes to poison towers and pits.
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General Brave
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Aug 04, 2018 4:56 pm

We can perhaps make a trapmaker.
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Sat Aug 04, 2018 5:45 pm

I like those images for lizardmen, maybe you could take some and put them as elites, or like lizard highborn. By the way if the brutes are elites would there be a way to have it like a choice tech like eg. Dragon guard tech or lizard brute tech, not both. Btw when I said dragon guard I didn't mean they would be dragons or like dragons just red lizards in silver gold or black red armour with the capes as the colour change.

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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Sat Aug 04, 2018 5:56 pm

We can definitely have the blue as the elites, once we add more units for Green.
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Sunrise Samurai
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Tue Aug 07, 2018 12:59 pm

Tech overlap suggestions:

Flight: researchable, same tech as humans for tech stealing. Enables highborn kobolds to transform into a flying version of themselves, but automatically transform back in 3 turns. Cooldown 3. Basically they can't sustain the flight, but they can fly short distances. Might need to add wings to their images.

Elf dodge techs: not researchable, but help lizardmen and snakemen if stolen.

Curse: not researchable, but kobold shaman can use if stolen

Poison weapon: can be researched or stolen from orcs, works for all kobolds as expected, but also gives slowing weapon 1 in addition to poison.

Just a few tech compatibility ideas if you want to use them.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Aug 07, 2018 1:09 pm

I really like the first one, perhaps they should have their wing anyways but you have to activate the spell for them to use it and only that turn.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Tue Aug 07, 2018 1:37 pm

That would work. Transform for one turn at the cost of your action for the turn. Maybe cooldown 2 so it's every other turn you can do it anyway. This gives a "hopping" feel to it, with short glides over obstacles.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Aug 07, 2018 1:39 pm

Definitely could work as long as others are okay.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Tue Aug 07, 2018 1:43 pm

To be honest that's the one I liked the most anyway. It brings out the draconic heritage of kobolds and basically explains that the highborn kobolds are more "pureblood" than the rest. It's not a big increase in ability, but it adds a lot of flavor.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Aug 07, 2018 1:58 pm

It would definitely make sense.
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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Tue Aug 07, 2018 2:43 pm

Let the Curse for mummies and undeads.(shamans fear is enough) and is the Dark dragon!

For posionus weapon are snakeman - (not Kobolds for everything) unless u want the rest of race race to be useless.)
Also if snakeman Shaman get implemented he can give dodge to snakes.

For wings/flying I simple don't like it. the Kobolds are good as they are.
No flying for basic.
As for high born they stats would be to strong if add flying.
They have cheap dragons for Flight
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Tue Aug 07, 2018 3:05 pm

The only thing the flying Will affect is allowing it to get across a small River, so it wouldn't change that much.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Fri Aug 10, 2018 5:22 pm

I like the idea to add limited flight to the kobold highborns. A skill that makes them flying for 2 turns and has a cooldown of 4, for example. Very interesting and would justify the term "highborn" kobolds with the argument that they are born with a stronger dragon blood than regular kobolds. Love the idea!

But remember that the priority right now is working on the balancings suggested back there.

As for unit ideas, I have a few. I have the idea of a "dragonborn". It would be a fairly strong swordsman of cost 6 that doesn't have very high stats at the start but has a MASSIVE bonus vs. dragons. And every time it kills a DRAGON unit, it will permanently gain stats, which basically means that the dragonborn will absorb the souls of slain dragons to empower itself (SKYRIM, ANYONE??? :lol: :lol: ). Like a zurgo buff, but only triggers when killing dragons and would obviously give a lot more stats. It would probably be the most useful vs. other scaledfolks to counter dragons, and agains orcs' green dragons as well.

I also have the idea for a Snakeman spellcaster. I remember we talked a lot about this one on the old scaledfolk thread. It would basically be a stronger kobold shaman but with only offensive spells. I remember he had an ice spell called Freeze or something like that that was like the fireball spell but affected a smaller area (a small area in + format, 5 tiles) and had a cooldown of 2 and dealt 10 damage plus a 1-turn 1-speed slow. it also had strengthen and the posion breath spell like the kobold shaman's. It would be a nice cost 5 mage and a good addition. (for the ice spell animation i'm pretty sure that a blue fireball animation will do :lol: )
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Aug 10, 2018 5:57 pm

These are serious plans you made.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Aug 10, 2018 7:02 pm

Is that all he's going to do or will he has other abilities.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Fri Aug 10, 2018 7:48 pm

Lynx Shafir wrote:
Tue Aug 07, 2018 2:43 pm
For wings/flying I simple don't like it. the Kobolds are good as they are.
No flying for basic.
As for high born they stats would be to strong if add flying.
They have cheap dragons for Flight
Highborn only, and not really true flight. An ability to give flight for 1 turn with cooldown 2 means it can't do anything but move while flying, and can't remain in the air much anyway.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by General Brave » Fri Aug 10, 2018 8:18 pm

Seems we all agreed on the wings.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Sunrise Samurai » Fri Aug 10, 2018 11:29 pm

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.
I'd suggest changing dark aura to -2/2 armor, -3 power, -1 speed. No spell resistance reduction. Here's why.
Alexander82 wrote:
Thu Oct 19, 2017 12:51 am
Sunrise Samurai wrote:Possible ability

Reassuring kiss
Reduce target's spell resistance by 30% for 1 turn (basically, until opponent's turn starts.) Bypasses spell resistance, can be stacked.

Pretty much gives a way to convert units with higher (or even 100%) spell resistance, if using multiple nymphs. Obviously, you still only have a 30% chance even if spell resistance is dropped down to 0. Also helps druids slow things.

The idea is that the nymph gets the target to drop their guard, becoming easier to bespell.
No
If anyone remembers this, it was already decided spell resistance reduction with convert is a bad idea because it makes units with little to no spell resistance way too easy to convert, and that was on a unit that would have to hide in a tower to survive, not a unit that can tank hits with flying and 50 hp.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Skelegonsans » Sun Aug 12, 2018 4:35 pm

I agree with sunrise's idea. Convert + spell resist reduction sounds a wee bit OP.

Also, I got stat ideas for the units I suggested up there, but I'll make them as separate threads in the scaledfolk section to avoid clumping this thread up.
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Sat Sep 01, 2018 5:11 am

Should we, give the snakemen armoured forms? Or something else like dodge techs?

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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Sun Sep 02, 2018 7:32 pm

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

Post by General Brave » Sun Sep 02, 2018 8:41 pm

It looks like a Priest.
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Tankhead » Sun Sep 02, 2018 8:44 pm

A snake with a black gym T shirt on

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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Sun Sep 02, 2018 8:59 pm

:lol:

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Lynx Shafir
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Lynx Shafir » Mon Sep 03, 2018 6:22 am

Tankhead wrote:
Sun Sep 02, 2018 8:44 pm
A snake with a black gym T shirt on
Yeah,
Change armor stile
Or remain at dodge only
Anyway need more snakeman units.
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Savra
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Re: Claws, Tails and Poison. Scaledfolk Race.

Post by Savra » Mon Sep 03, 2018 3:37 pm

You mean something like this?
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