Scalefolk rework
Re: Scalefolk rework
No.
These names evoke too much power for what you want to do in game. They are more suitable as neutral bosses and aren't suitable units for any race since they don't obey or take allies, they usually destroy them...
If you want a couple of dragons, call them in a generic way (like green or blue dragon)... Avoid "big boy" mentions as they are too much powerfull than any regular creature produceable in game.
These names evoke too much power for what you want to do in game. They are more suitable as neutral bosses and aren't suitable units for any race since they don't obey or take allies, they usually destroy them...
If you want a couple of dragons, call them in a generic way (like green or blue dragon)... Avoid "big boy" mentions as they are too much powerfull than any regular creature produceable in game.
Stay Awesome!
(ノಠ益ಠ)ノ彡┻━┻
(ノಠ益ಠ)ノ彡┻━┻
Re: Scalefolk rework
I would prefer to avoid the "colour dragon" idea because it's too overused, plus I wanted to expand on different naming methods for them, over simply "dragon" though most those other dragons like bahamat I can understand being simply map editor boss units.
We do need more creativity in that respect you have to admit.
We do need more creativity in that respect you have to admit.
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Last edited by Savra on Thu Jan 07, 2021 9:05 pm, edited 1 time in total.
Re: Scalefolk rework
First of all, do we need that many dragons in the faction? I fear they would have to overlap. There is already a plenty, I don't see need to add anymore.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Scalefolk rework
It would be for future purposes.
I still have to finish current units that were suggested but recently I don't have as much time to work with them currently. So hopefully I can get some done tomorrow.
I still have to finish current units that were suggested but recently I don't have as much time to work with them currently. So hopefully I can get some done tomorrow.
Re: Scalefolk rework
Updated list, changed azdaha to zmij instead, added a new dragon.
Re: Scalefolk rework
Btw, as a heads up I might add a 3rd sub also, being how some of the units for it are already made. They would act similar to how the slayers might act for dwarves but they would have a bit more features.
Re: Scalefolk rework
I'm referring to these guys, though I might polish up the megalania rider.
Re: Scalefolk rework
Updated.
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- Armoured draconian.png (1.94 KiB) Viewed 5138 times
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- Site Admin
- Posts: 15741
- Joined: Fri Apr 25, 2014 9:28 pm
Re: Scalefolk rework
savra: awesome!
i talked to alexander and told me i can not put these all in as many are not only reskin but totally differetn units than current ones.
however if u know any unit in game that
a) not looking nice
b) you have better image of the exact same unit (so an archer is still archer and a rider still rides same animal)
than tell me which image to change in game with which new image.
thanks!
i talked to alexander and told me i can not put these all in as many are not only reskin but totally differetn units than current ones.
however if u know any unit in game that
a) not looking nice
b) you have better image of the exact same unit (so an archer is still archer and a rider still rides same animal)
than tell me which image to change in game with which new image.
thanks!
Re: Scalefolk rework
Actually, these are scaledfolks remake units. So when they get remade these will be ready for them. I'll try and keep the old model images for the retro texture too.
Another updated one.
Another updated one.
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Re: Scalefolk rework
Updated list and added troglodytes, based off the newer variants not the older ones since the lizardmen brutes look similar to the new models.
Re: Scalefolk rework
The red seemed to match too much with the draconians so I changed it to black, plus black scale lizardmen seem interesting enough.
Any thoughts?
Any thoughts?
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Re: Scalefolk rework
Test 2:
Alright it seems to be working.
Alright it seems to be working.
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Last edited by Savra on Wed May 20, 2020 5:57 pm, edited 1 time in total.
Re: Scalefolk rework
Maybe I should finish this list the rest of the way, I hate looking at those empty spots.
Also, maybe the new art styles i've been trying might help me with the techs and the such.
Also, maybe the new art styles i've been trying might help me with the techs and the such.
Re: Scalefolk rework
New. Updated.
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Re: Scalefolk rework
It was written that you have not yet decided what the lizards will have, so I made this image. In theory, it should be a cavalryman with a hammer.
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Re: Scalefolk rework
Updated list.
You can use any of those that I created as a template if you want, actually I might have some templates saved already.
(It's on pg.12)
You can use any of those that I created as a template if you want, actually I might have some templates saved already.
(It's on pg.12)
Re: Scalefolk rework
I can't wait to play for them) How soon will they appear? and how many units will there be?
haha,the orcs do BAM BAM
Re: Scalefolk rework
I'm not sure what units will get in, I was just told to make some and they'll choose what.
As for when, it's after they're done with dwarves, however long that takes that is. But by then we would have more effects we can use.
As for when, it's after they're done with dwarves, however long that takes that is. But by then we would have more effects we can use.
Re: Scalefolk rework
Hello everyone, I'm back again.
I've played with scaledfolk race last time and I noticed that "DEVOURER" unit is seems OP and unkillable.
I think DEVOURER needs a Nerf:
COST: 4 > 5
HP: 40 > 36
or
HP: 40 > 35
POWER: 10 > 9
Here, I tried to rework his old Sprite to make it look creepier.
I don't know if I can still improve it.
(Now 32x64)
I didn't read this whole topic yet, I'm not sure if you have already changed / planned on Devourer unit
I've played with scaledfolk race last time and I noticed that "DEVOURER" unit is seems OP and unkillable.
I think DEVOURER needs a Nerf:
COST: 4 > 5
HP: 40 > 36
or
HP: 40 > 35
POWER: 10 > 9
Here, I tried to rework his old Sprite to make it look creepier.
I don't know if I can still improve it.
(Now 32x64)
I didn't read this whole topic yet, I'm not sure if you have already changed / planned on Devourer unit
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Scalefolk rework
Scalefolk race is on hold for now.
We are working on dwarves and other races right now as well as on some new concepts.
Later when we will begin working on scalefolks their current units will be wiped off the game and replaced with completely new ones (new images, stats, abilities, concept of advancing and so on).
We are working on dwarves and other races right now as well as on some new concepts.
Later when we will begin working on scalefolks their current units will be wiped off the game and replaced with completely new ones (new images, stats, abilities, concept of advancing and so on).
AoF Dev Co-Leadermakazuwr32 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™.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: Scalefolk rework
Btw, welcome back @MightyGuy
I can confirm what maka said
I can confirm what maka said
Age of Fantasy design leader
Re: Scalefolk rework
This is what I and some o there have made so far. (Some I pulled out of old topics and put here.)
I'll throw that in with it too.
I'll throw that in with it too.
[/quote]Savra wrote: ↑Sat Apr 04, 2020 1:40 am Updated.
Savra wrote: ↑Sat Aug 24, 2019 8:09 pm Units:(66 in all)They need images, names aren't final, not all units were included, Just some basic ones. What does everyone think? If Makazuwr wants who could supply their stats, lizardmen would be 3 turn and higher units.Kobalds: (12)
Kobald Tlamanih:
Desc: Fierce warriors who seem to prove themselves to their dragon gods.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald savage:
Desc: These warriors focus on quick frenzied assaults on their chosen query.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald slinger:
Desc: These fearless warriors focus their sights on much larger prey, slinging stones at remarkable speed.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Kobald darter: (armed with a blow gun)
Desc: Kobalds that specialize in ambushing enemies with the use of darts, they make use of various poisons to weaken their prey.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
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Bonuses:
Monitor rider:
Desc: Kobald warriors atop fast monitor lizards, focus on quick assaults and scouting for new prey to hunt.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
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Bonuses:
Carnotaur rider:
Desc: Kobalds that have managed to tame mighty Carnotaurs, what once stalked the outer reaches of the Kobalds camps, preying on straggling hunters, now is being used to hunt down enemy cavalry.
Trains:
Cost:
Hp:
Atk:
Rng:
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Arm:
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Res:
Bonuses:
Kobald broodguard:
Desc: Kobalds who well trained in facing large beasts, they use their stone tipped spears to help protect their kin, from whatever monstrosity that may approach.
Trains:
Cost:
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Atk:
Rng:
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Bonuses:
Kobald ghost warrior:
Desc: Warriors who were promised that their death would allow them to hunt alongside their dragon gods and ancestors in th afterlife, they focus on quick assaults at the cost of their own lives even.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
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Bonuses:
Kobald stalker:
Desc: Kobalds who use throwing sticks to slow enemy troops advancements into their territory.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
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Bonuses:
Kobald witchdoctor: (main healer)
Desc: Kobalds that have learned to channel the spirits of nature in order to aid their allies.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
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Bonuses:
Abilities:
Kobald Exuviaewalker:
Desc: Kobald shamans who have dabbled to much into the dark arts, now they are known as Exuviaewalkers, shamans who are able to transform at will to various Fierce beasts of their choosing.
Trains:
Cost:
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Rng:
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Abilities:
Velociraptor form:
Desc: A fast form that makes use of quick, vicious attacks on their prey. Often hunts in packs.
Hp:
Atk:
Rng:
S.rng:
Sight:
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Abilities:
Dilosaur form:
Desc: A form that is able to spit venom to blind and harm their toes at a considerable distance.
Hp:
Atk:
Rng:
S.rng:
Sight:
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Arm:
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Abilities:
Pterosaur form:
Desc: A large flying reptile form that is able to fly above all forms of terrain.
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
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Abilities:
Tyranosaur form:
Desc: A large reptilian form that can dispatch of enemy troops with great ease, a sight to behold.
Hp:
Atk:
Rng:
S.rng:
Sight:
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Arm:
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Bonuses:
Abilities:
Kobald welp: (main builder)
Desc: Lowly Kobalds often laboring away at their masters will. Often times they are either the runts of a brood or disgraced warriors who've lost their honour.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Saurians: (3) (their was actually multiple types of lizardmen one of which was the saurians [not to be confused with the dinosaurs] who were similar but for AOF I'll simply make them flying lizardmen that could have stats similar to kobalds, maybe weaker).
Saurian skyhunter:
Desc: Winged reptilians who stalk the skies, looking for some hapless prey to spear.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Saurian skyslasher:
Desc: Saurians who specialize in harassing enemy troops from the air, they're able to glide over any obstacle.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Saurian ambusher:
Desc: Saurians who use stone bolas to entangle their prey, impeding it from going any further.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Mend:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Lizardmen:(11)
Lizardmen murauder:
Desc: A special breed of reptilian warriors who specialize in melee combat, they're able to leap over enemy defences with ease.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lizardmen darter:
Desc: A special breed that uses their keen eyesight and specialized toxins to better hinder their queries advances.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
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Arm:
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Bonuses:
Lizardmen Cuextecatl: (Shielder)
Desc: Specialy breed lizardmen with tough schutes, that aid in deflecting incoming projectiles with ease.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Komodo rider:
Desc: Lizardmen who use Specialy breed komodo's to harass enemy infantry.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lizardmen Stalker:
Desc: Lizardmen who pelt their prey from afar the stone tipped javelins, whilst riding atop a Fierce komodo dragon.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lizardmen headhunter: (skirmisher)
Desc: Specialy breed lizardmen who are well equipt to take out archers. Their camelinic skin allows them to turn temporarily invisible.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lizardmen Savage: (mace men unit)
Desc: Lizardmen who use heavy wooden clubs to help dispatch of particularly armoured infantry.
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lizardmen Hunter: (archer)
Desc: Lizardmen who have mastered the bow, they excel at shooting down Arial prey as well as infantry from a considerable distance.
Trains:
Cost:
Hp:
Atk:
Rng:
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Arm:
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Res:
Bonuses:
Lizardmen Huitznahuatl: (support)
Desc: Lizardmen who use a special kind of mojo to aid their allies in battle as well as keep fallen gods at Bay.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Salamander Fireslinger:
Desc: Reptiles who've adapted to the flame and love setting things ablaze.
Trains:
Cost:
Hp:
Atk:
Rng:
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Arm:
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Bonuses:
Lizardmen tlahuiztli: (sergent like unit)
Desc: Those Lizardmen who own many slaves, as well as fought many battles. They are an inspiration to their lower kin.
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
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Bonuses:
Turtlemen: (4)
Turtlemen crusher:
Desc:
Trains:
Cost:
Hp:
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Bonuses:
Turtlemen murauder:
Desc:
Trains:
Cost:
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Bonuses:
Spiked turtlemen:
Desc:
Trains:
Cost:
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Res:
Bonuses:
Turtlemen breacher:
Desc:
Trains:
Cost:
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Bonuses:
Snakemen:(9)
Snakemen blademaster:
Desc:
Trains:
Cost:
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Res:
Bonuses:
Snakemen Axemen:
Desc:
Trains:
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Bonuses:
Snakemen Spearmen:
Desc:
Trains:
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Bonuses:
Gorgon: (offensive caster)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Lamla: (not the spell happy one but one that just has an enchanted weapon with lifelik and made to fight mages like a hamletback sorta)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
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Bonuses:
Naga reefhunter: (main sea unit)
Desc:
Trains:
Cost:
Hp:
Atk:
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Arm:
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Res:
Bonuses:
Naga shrieker: (has scream ability)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
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Bonuses:
Abilities:
Acid spitter (anti building unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
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Arm:
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Abilities:
Naga Reeflord:
Desc:
Trains:
Cost:
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Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Gatormen: (3)
Gatormen harpoonist:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Gatormen:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
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Res:
Bonuses:
Abilities:
Gatormen Grappler:
Desc:
Trains:
Cost:
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Bonuses:
Abilities:
Troglodytes: (2)
Troglodyte shield brute:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Troglodyte claw brute:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Draconian:(8)
Draconian Dragon warrior: (shielder)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian darter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian spearhunter:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian Papalotl: (spearmen)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian Cuachic:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
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Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian Savage:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Dracotaur Murauder: (elite cavalry)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Dracotaur lancer:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Draconian Tlacochcalcatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
(All draconians but the dragonborn, can't fly. They can all enchant their weapons with fire. Have low armour. [similar to uruks somewhat] Have own techs, which do require some of the lizardmens and kobalds techs first. They have good health to compensate for lack of defence.)
Dragons:(7)
Firedrake: (red dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Devourer:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Skrill: (storm dragon)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Zmiji:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Acid Dragon:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Xiuhcoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Quetzacoatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Other reptiles:(6)
Coatl:
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Komodo: (scout unit)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Wyrm: (battering ram style unit that can dig)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Basilisk: (special)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
S.rng:
S.poss:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Hydra: (same as before)
Desc:
Trains:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Navy: (1)
Raft:
Desc:
Trains:
Hp:
Atk:
Rng:
Sight:
Spd:
Cap:
Arm:
P.arm:
Res:
Bonuses:
Leviathen:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Lurker:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Abilities:
Lurker egg:
Cost:
Hp:
Atk:
Rng:
Sight:
Spd:
Arm:
P.arm:
Res:
Bonuses:
Buildings: (17 in all)
Factories:(9)
Temple: (mega, trains draconians and special reptiles)
Desc:
Produces:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Swamp hut: (trains melee infantry and cavalry)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Snake pit: (trains snakemen)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Warriors den: (trains lizardmen units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Draconian dwellings: (trains draconians)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Hunters hut: (trains kobald units)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Dragon temple:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Nagas temple: (trains nagas and reptilian sea monsters)
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Troglodyte warrens:
Desc:
Produces:
Cost:
Hp:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Fortifications:(8)
Poison tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Fire tower:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Fort:
Desc:
Cost:
Hp:
Atk:
Rng:
Sight:
M.bonus:
Heal:
Arm:
P.arm:
Cap:
Bonuses:
Pallisades:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Pallisades gate:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Arm:
P.arm:
Mantle:
Desc:
Cost:
Hp:
Sight:
M.bonus:
Spd:
Arm:
P.arm:
Cap:
Poison pit:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Punji trap:
Desc:
Cost:
Atk:
Sight:
Arm:
P.arm:
Techs:(22 in all)
Kobalds:( 1)
Hunters instincts:
Grants: kobalds gain +10% to dodges.
Researched:
Cost:
Lizardmen: (1)
Reptilian senses: can now see invisible units in range of 2.
Cost:
Snakemen:(2)
Snakemen reflexes: 3 levels that just upgrade dodges.
Researched:
Snakemen reflexes 1:
Cost:
+5% to all dodges.
Snakemen reflexes 2:
Cost:
+5% to all dodges.
Snakemen reflexes 3:
Cost:
+5% to all dodges.
Counterstrike: snakemen do full damage on counter.
Cost:
Techs for all:(9)
Hardened scales:3 +1 levels. Works similar to even craftsmen upgrades.
Researched:
Hardened Scales 1:
Cost:
+1 to melee armour.
Hardened Scales 2:
Cost:
+1 to pierce armour.
Hardened Scales 3:
Cost:
+1/+1 to both armours.
Draconian scales:
Cost:
+1/+1 to draconian armours.
Hardened schutes: 3 +1 levels. Increases armoured units like turtlemen, armoured draconians, and armoured lizardmens armour.
Researched:
Hardened schutes 1:
Cost:
+1 to armour.
Hardened schutes 2:
Cost:
+1 to p.armour.
Hardened schutes 3:
Cost:
+1/+1 to both armours.
Draconian schutes:
Cost:
+1/+1 to both armours for Draconian Dragon warrior.
Savage weaponry: 3 levels. Increases attack.
Researched:
Savage weaponry 1:
Cost:
+1 attack to units with weapons.
Savage weaponry 2:
Cost:
+1 attack to units with weapons.
Savage weaponry 3:
Cost:
+1 attack to units with weapons.
Fierce hunters: 3 levels. Effects ranged units.
Researched:
Fierce hunters 1:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 2:
Cost:
+1 range, +1 attack for ranged units.
Fierce hunters 3:
Cost:
Gives ranged units +1 range, +1 attack.
Primal savagery: 3 +1 levels increase attack.
Researched:
Primal savagery 1:
Grants +1 to attack.
Cost:
Primal savagery 2:
Grants +1 to attack.
Cost:
Primal savagerery 3:
Grants +1 to attack.
Cost:
Draconian savagery:
Grants +1 to draconians attack.
Cost:
Reptilian resilience: 3 +1 levels. Increases health of units.
Researched:
Reptilian resilience 1:
Grants +2 hp.
Cost:
Reptilian resilience 2:
Grants +2 to hp.
Cost:
Reptilian resilience 3:
Grants +2 to hp.
Cost:
Draconian resilience:
Grants +2 hp to draconians.
Cost:
Warriors Spirit: 3 levels
Researched:
Warriors spirit 1:
Grants +5% to resistance.
Cost:
Warriors spirit 2:
Grants +5% to resistance.
Cost:
Warriors spirit 3:
Grants +5% to resistance.
Cost:
Natural swimmers: +1 speed in water for both lizardmen and Nagas.
Researched:
Cost:
Throw spear: gives spearmen the ability to throw their spears at 3 rng, with a 2 turn cool, bonuses applied, deals same damage as units attack, effected by p.armour though. Requires savage weapons 3.
Researched:
Cost:
Casters:(2)
Seers stone: 3 levels
Seers stone 1:
Grants:+1 ability range
Cost:
Seers stone 2:
Grants: +1 ability range
Cost:
Seers stone 3:
Grants: +1 ability range
Cost:
Draconic runes: 3 levels
Draconic runes 1:
Grants:
Cost:
Draconic runes 2:
Grants:
Cost:
Draconic runes 3:
Grants:
Cost:
Dragons rage: 3 levels
Dragons rage 1:
Grants:
Cost:
Dragons rage 2:
Grants:
Cost:
Dragons rage 3:
Grants:
Cost:
Dragons reach: 3 levels
Dragons reach 1:
Grants: +1 ability range
Cost:
Dragons reach 2:
Grants: +1 ability range
Cost:
Dragons reach 3:
Grants: +1 ability range
Cost:
Petrify: (for gorgon, unlocks basilisk)
Researched:
Cost:
Poison mist: (for lizardmen Huitznahuatl)
Researched:
Cost:
Sub races: (3)
Dragons guard:
Researched:
Cost:
Unlocks draconians
Serpentine guard:
Researched:
Cost:
Unlocks snakemen
Troglodyte warband:
Researched:
Cost:
Unlocks troglodytes
If you want I could start separating them for stats and just let everyone fill the blanks in with what looks like the original goal.
Last edited by Savra on Thu Sep 10, 2020 6:54 pm, edited 3 times in total.