Druid tech spell - Shapeshifting

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Savra
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Re: Druid tech spell - Shapeshifting

Post by Savra »

That's still a lot of spells for just 1 unit, no matter the cost. Even heroes shouldn't have more then 6.

10 is way too many, 6 should be max. Some of those spells druid has won't even be needed with this are on, e.g. Forest walk which only is useful for 1 unit, the wolf.

If we do this, you end up opening the door for every other race to get 10 spells, and most those aren't rather useful. Besides it ends up covering the whole bottom row of the screen.

I'm not against the idea, just the number of spells for 1 unit.
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makazuwr32
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Re: Druid tech spell - Shapeshifting

Post by makazuwr32 »

One little comment:
1. This tech actually is accepted.
2. All spells in shapeshifted form exept of transform back are unaccessable.
3. 4 additional spells are researchable for 10 turns.
4.
Alexander82 wrote: Thu Aug 09, 2018 8:46 am I discussed with @General Brave since we are working on new implementation and we agreed to create new stats for every unit and for the druid.

We'll raise the druid cost at 4, or 5 at most, but he will become a much more effective unit.

Druid base stats:
Cost: 4
Hp: 16
attack: 7
range: 1
armor: 0
p.armor: 0
speed: 4
sight: 6
action: 1
heal rate: 10
spell range: 4
spell resistance: 80%
Eagle: (movement form)
Cost: -
Hp: 16
attack: 7
range: 1
armor: 0
p.armor: 0
speed: 6 (flying)
sight: 8
action: 1
dodge counter: 70%
spell resistance: 80%
It retains dodge tech bonuses
Snake: (poison form)
Cost: -
Hp: 18
attack: 8
range: 1
armor: 0
p.armor: 0
speed: 4
sight: 7
action: 1
spell resistance: 80%
Dodge arrows: 50% (nimble body)
Special: poison, immunity to poison
It retains dodge tech bonuses
Wolf: (Aura form)
Cost: -
Hp: 20
attack: 7
range: 1
armor: 0
p.armor: 0
speed: 5
sight: 7
action: 1
spell resistance: 80%
Special: pack aura (it gives +1 attack to every other wolf in its range)
It retains dodge tech bonuses
Bear: (Fighting form)
Cost: -
Hp: 30
attack: 12
range: 1
armor: 4
p.armor: 4
speed: 3
sight: 7
action: 1
spell resistance: 80%
Special: charge (like the minotaur skill we are implementing: +50% attack, +100% movement, -100% armor/p.armor until the end of the turn, cooldown 5)
It doesn't retains dodge tech bonuses (big body)
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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Savra
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Re: Druid tech spell - Shapeshifting

Post by Savra »

That much spells will end up overlapping with the stat pg.
Unless we shrink spell sizes to a smaller standard, we would have to get rid of some spells. After a while it will get annoying trying to switch between units when the spells block out the bottom screen.

If we do this, then shrink spell image sizes down so it doesn't overlap with stuff.

And again, it's nothing wrong with the idea, it's with the number of spells we have already for one unit that's not a human who are supposed to be best with spells. Good spell casters aren't about just powerful spells or else orcs would have the best spell casters. It's about the number of spells the mage knows and the diversity of their spells.
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makazuwr32
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Re: Druid tech spell - Shapeshifting

Post by makazuwr32 »

The thing is that nobody has shapeshifting spells.

This is completely new magic.
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...
© by Makazuwr32™.
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Savra
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Re: Druid tech spell - Shapeshifting

Post by Savra »

Yes I know, but at least just make the icons smaller in game. Maybe 32x32 if we do go through with this.

I just have a feeling that this 10 spell thing won't be the last one.
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makazuwr32
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Re: Druid tech spell - Shapeshifting

Post by makazuwr32 »

I am pretty sure it will be the last one.
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...
© by Makazuwr32™.
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Lynx Shafir
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Re: Druid tech spell - Shapeshifting

Post by Lynx Shafir »

I don't think 10 spell is a problem.

When Implemented the "silence spell" - one CD for all transforms) may will help this too

Savra, One slot what opens a window where u chose between 4 forms.-can help in long row issue,?



And hope u want to make normal wolves forest walkable (without spell)
Thy gave me a sword to pierce a lie,
Serrated edge for the deamon inside
A moment I'm torn between two tides,
But all I need, I bear inside
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makazuwr32
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Re: Druid tech spell - Shapeshifting

Post by makazuwr32 »

Forest walk actually is pretty useful spell for support ally.
It allows to move freely for land units who can't move through forests move through them.
Such as wagons, battering rams...

I once played on very forestry map as human in alliance with elf.
And damn we had such great logistics because he supported my wagons with forestwalk that we won pretty fast (less than 30 turns on map 30x30).

If elves will gain their own wagons than this spell will become even more useful.
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...
© by Makazuwr32™.
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User avatar
Savra
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Joined: Wed Aug 01, 2018 6:21 pm

Re: Druid tech spell - Shapeshifting

Post by Savra »

I take it silence prevents a spell caster from using spells?

If we shrink spells down to 32x32 they end up fitting and leaving plenty of room for players to see.
Right now spell icons are 64x64.
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