Templar Knight Upgrade - ACCEPTED

Templar Knight Upgrade - ACCEPTED

Postby LordOfAles » Fri Oct 27, 2017 6:02 pm

Name: Mounted Knight Templar

Hp +8
Attack +3
Sight +1
Armor +1/+1
Heal Increase +5
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Last edited by LordOfAles on Wed Feb 07, 2018 7:00 pm, edited 2 times in total.
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Re: Templar Knight Upgrade

Postby Fildin » Tue Oct 31, 2017 5:19 pm

Better name is High Templar in my opinion. Anyway amazing idea for very strong mounted unit.
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Re: Templar Knight Upgrade

Postby godOfKings » Tue Oct 31, 2017 5:35 pm

Cool name I approve :D this should be implemented fast the templar knight is never used
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Re: Templar Knight Upgrade

Postby DoomCarrot » Sun Nov 05, 2017 1:35 pm

I occasionally use them, although only in very specific situations.

I like using them as scout troops early game when there aren't many units on the boards, as they can kill something, then heal on the way to the next conflict.
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Re: Templar Knight Upgrade

Postby COOLguy » Sun Nov 05, 2017 7:09 pm

Was there a topic for this already?
Thanks!
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Re: Templar Knight Upgrade

Postby godOfKings » Sun Feb 04, 2018 7:10 pm

U can also use this icon
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Re: Templar Knight Upgrade

Postby godOfKings » Wed Feb 07, 2018 6:55 pm

If my icon is used, I think mounted knight templar would b a better name, and templar knight should simply b renamed to mounted templar, high templar could b a third tier upgrade in the future...
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Re: Templar Knight Upgrade

Postby LordOfAles » Wed Feb 07, 2018 6:58 pm

Agreed
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Re: Templar Knight Upgrade

Postby LordOfAles » Wed Feb 07, 2018 7:00 pm

Updated first post
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Re: Templar Knight Upgrade

Postby StormSaint373 » Tue Feb 13, 2018 12:56 pm

LOVE idea!!!!

Can this be implemented soon please!
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Re: Templar Knight Upgrade

Postby Patrol3110 » Tue Feb 13, 2018 8:05 pm

Like i said before in another post,this needs to get implemeted. Templars are one of the stongest foot units and a very average mounted unit
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Re: Templar Knight Upgrade

Postby COOLguy » Sun Feb 25, 2018 4:15 am

Looks very good! Thank you all for getting this unit ready - ACCEPTED!

Could someone please summarize the final stats (ie what the actual values are not just how much more than Templar)?
Thanks!
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Sun Feb 25, 2018 2:26 pm

HP 39
Atk 12
Armor 3/3
Sight 5
Speed 5
Heal rate 10
Spell resist 100%

It has 1 more hp than knight templar
Last edited by godOfKings on Wed May 16, 2018 1:57 pm, edited 3 times in total.
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Sun Feb 25, 2018 2:28 pm

But we need an icon for upgrade
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Re: Templar Knight Upgrade - ACCEPTED

Postby Puss_in_Boots » Sun Feb 25, 2018 3:38 pm

How about we make the knight templar upgrades effect both templars? Just like with armored skeletons.
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Sun Feb 25, 2018 3:40 pm

Good idea
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Re: Templar Knight Upgrade - ACCEPTED

Postby COOLguy » Tue Feb 27, 2018 6:31 am

godOfKings wrote:It has 2 more hp, 1 more atk than knight templar and can one hit kill a halberdier

oi did not realize that. What other units can one shot halberdiers?
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Re: Templar Knight Upgrade - ACCEPTED

Postby makazuwr32 » Tue Feb 27, 2018 6:46 am

Without blacksmith upgrades or any buffs only war elephant and his upgrade. From cavalry units.
Other than that - incoming master axeman upgrade (but he needs to spend both his turns), Celtic warrior, Samurai and upgrade, Man-at-arms (2 tier upgrade for swordman), ornithopter, catapult and upgrade, ballista and upgrade, castle, catapult ship, cannon, cannon ship, maceman, flail soldier, spartan hoplite.
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Tue Feb 27, 2018 7:44 am

for something costing 6 turns, i wouldnt mind if the upgraded unit has 1 more attack than heavy knight and can one shot kill halberdiers
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Re: Templar Knight Upgrade - ACCEPTED

Postby makazuwr32 » Tue Feb 27, 2018 7:51 am

godOfKings wrote:for something costing 6 turns, i wouldnt mind if the upgraded unit has 1 more attack than heavy knight and can one shot kill halberdiers

Agree - both elephant and this one cost much higher than halberdier.
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Re: Templar Knight Upgrade - ACCEPTED

Postby COOLguy » Fri Mar 02, 2018 5:40 pm

Okay, I think we should not increase the attack for this mounted to one shot a halberdier. Halberdiers are supposed to be the specialty against it - other wise this unit would not have a clear weakness and OP.

I would be okay adding bonuses against other units or adding armor or heal power instead.
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Re: Templar Knight Upgrade - ACCEPTED

Postby COOLguy » Fri Mar 02, 2018 5:41 pm

btw, you can test these proposed stats in the game with triggers - that will definitely always be a determining factor in stat change discussions.
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Sat Mar 03, 2018 3:40 am

currently there are units like lancers and voulgirs, also max upgraded halberdier with 10 atk can kill every ingame cavalry with just 1 hit (dealing 55 damage) i think killing a 6 turn unit with one hit from a 2 turn unit is wat i would call unbalanced and op, so to make up for it, 6 turn unit can also kill 2 turn unit with 1 hit, and it is quite easy to effectively use pike men, u can hide them in wagons, siege mantlets, factories, guard towers etc... also templars dont have bonus against pikemen, so if halberdier atks first then they will still survive from counter atk of knight templar
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Re: Templar Knight Upgrade - ACCEPTED

Postby godOfKings » Wed May 16, 2018 1:59 pm

after considering puss's suggestion and how cheap upgrading it would b, i have decided its best if the stats r not too much different than heavy knight, so i edited my stats suggestion and made atk 12, and hp 39

still, 3/3 armor and heal spell is great for his survival, cuz upgrading halberdiers to give 8 atk (enough to kill him in one hit) will still take some time, and the player can also use knight templars alongside him
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