The Phantom Update
Re: The Phantom Update
Well, we don't have stats for most of them soo, I'll give you the images. I don't know if you guys are going to redo the stats and such of units so I'll leave that to you.
Phantom skirmisher:
Phantom demolisher:
Phantom archer:
Phantom Juggernaut:
Phantom Bastion:
Phantom skirmisher:
Phantom demolisher:
Phantom archer:
Phantom Juggernaut:
Phantom Bastion:
Re: The Phantom Update
Hmm, odd they aren't working it seems.
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Re: The Phantom Update
the link says t his error
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Re: The Phantom Update
Say wait a minute, what if we just made the shield smaller on the pikemen? Like a kite shield or something? Therefore it keeps its anti cav role, gets a slight change to p.armour, and still keeps its shield. Whatever is planned for shield users I doubt would apply very well to a smaller shield that is designed to protect the user over anyone else.
Re: The Phantom Update
Something like this, that way it keeps its iconic shield and spear look, plus for stats we could do:
Phantom pikemen:
Cost:6
Hp:35
Atk:15
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:4
Res:100%
Bonuses: +100% cavalry (+13)
Phantom pikemen:
Cost:6
Hp:35
Atk:15
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:4
Res:100%
Bonuses: +100% cavalry (+13)
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- Phantom pikemen.png (2 KiB) Viewed 2772 times
Re: The Phantom Update
He wants a shieldless pikeman to replace the current with newer stats.
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Re: The Phantom Update
Ya, I know. Just wanted to try something different so it looks different.
Re: The Phantom Update
I was thinking to try a sort of dual-pike pikeman (lancet), but one of the monster skeletons will have a similar feature already.
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Re: The Phantom Update
So, I've noticed that the phantom axemen has a certain chance of inflicting curse on the unit it hits, now I know this will eventually be removed but if we were to transfer such an ability to the bastion since it has a mace could we possibly lower the chance so it's not a 50-50% chance?
Anyway, assuming the units in game stats are the same possibly for these ones:
Phantom Juggernaut:
Trains:Phantom garrison, mansion
Cost:8
Hp:60
Atk:30
Aoe:1
Rng:1
Sight:4
Spd:3
Arm:4
P.arm:4
Res:100%
Bonuses:
+50% infantry
+100% giants, buildings, throwers, battering ram
+200% fortifications
+700% megas
Abilities:
Juggernaut whirlwind attack: rng:self, ability rng:2, cool:5
Phantom Bastion:
Trains:Phantom garrison, mansion
Cost:9
Hp:90
Atk:16
Rng:1
Sight:4
Spd:3
Arm:5
P.arm:8
Res:100%
Bonuses:
+150% battering ram
+250% buildings
+350% fortifications
+1050% megas
+50% siege
Abilities:
Aura:guardian: rng:1, -2/-2 armours to self, +2/+2 armours to unarmoured ally.
Phantom Skirmisher:
Trains:Phantom garrison, mansion
Cost:6
Hp:30
Atk:10
Act:2
Rng:4
Sight:4
Spd:3
Arm:3
P.arm:6
Dge rng: 10%
Res:100%
Bonuses:
+200% archers
Phantom Pikemen:
Trains:Phantom garrison, mansion
Cost:5
Hp:40
Atk:10
Rng:2
Sight:4
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+300% mounted
Phantom Hammerer:
Trains:Phantom garrison, mansion
Cost:6
Hp:50
Atk:25
Aoe:1
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+100% ships, siege machines, ground transport, throwers
+400% buildings
+800% fortifications
+1600 megas
Phantom Archer:
Trains:Phantom garrison, mansion
Cost:6
Hp:30
Atk:14
Rng:2-7
Sight:8
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+25% dragons
+50% infantry
Of course, crossbowmen will need a stat adjustment
Phantom crossbowmen:
Trains: Phantom garrison, mansion
Cost:5
Hp:22
Atk:10
Aoe:1
Rng:2-6
Sight:6
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
100% infantry
+25% dragons
Anyway, assuming the units in game stats are the same possibly for these ones:
Phantom Juggernaut:
Trains:Phantom garrison, mansion
Cost:8
Hp:60
Atk:30
Aoe:1
Rng:1
Sight:4
Spd:3
Arm:4
P.arm:4
Res:100%
Bonuses:
+50% infantry
+100% giants, buildings, throwers, battering ram
+200% fortifications
+700% megas
Abilities:
Juggernaut whirlwind attack: rng:self, ability rng:2, cool:5
Phantom Bastion:
Trains:Phantom garrison, mansion
Cost:9
Hp:90
Atk:16
Rng:1
Sight:4
Spd:3
Arm:5
P.arm:8
Res:100%
Bonuses:
+150% battering ram
+250% buildings
+350% fortifications
+1050% megas
+50% siege
Abilities:
Aura:guardian: rng:1, -2/-2 armours to self, +2/+2 armours to unarmoured ally.
Phantom Skirmisher:
Trains:Phantom garrison, mansion
Cost:6
Hp:30
Atk:10
Act:2
Rng:4
Sight:4
Spd:3
Arm:3
P.arm:6
Dge rng: 10%
Res:100%
Bonuses:
+200% archers
Phantom Pikemen:
Trains:Phantom garrison, mansion
Cost:5
Hp:40
Atk:10
Rng:2
Sight:4
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+300% mounted
Phantom Hammerer:
Trains:Phantom garrison, mansion
Cost:6
Hp:50
Atk:25
Aoe:1
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+100% ships, siege machines, ground transport, throwers
+400% buildings
+800% fortifications
+1600 megas
Phantom Archer:
Trains:Phantom garrison, mansion
Cost:6
Hp:30
Atk:14
Rng:2-7
Sight:8
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
+25% dragons
+50% infantry
Of course, crossbowmen will need a stat adjustment
Phantom crossbowmen:
Trains: Phantom garrison, mansion
Cost:5
Hp:22
Atk:10
Aoe:1
Rng:2-6
Sight:6
Spd:3
Arm:3
P.arm:3
Res:100%
Bonuses:
100% infantry
+25% dragons
- Alexander82
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Re: The Phantom Update
No other unit will get curse on hit, anyway I'm reworking all phantom stats (they will have more variety among their costs)
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- Vārimathras Ashegūl
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Re: The Phantom Update
Awesomeness Thus COOLNESS this will be added to Game?aof?
Phantom dragon awesome this willbe added
Phantom dragon awesome this willbe added
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Re: The Phantom Update
Phantom dragon
Hp: 200
Att: 30
Spd: 9
Arbor: 10
Peirc amor; 20
Sights: 10
Mansion phantim garrison
Bonuses:
500%× Infants
Hp: 200
Att: 30
Spd: 9
Arbor: 10
Peirc amor; 20
Sights: 10
Mansion phantim garrison
Bonuses:
500%× Infants
THE WORLD WILL BE MINE!
Re: The Phantom Update
1. What phantom dragon? That cavalry one I made?
2. With those stats no, and also they only want living humanoid armour ones. These should be enough for now.
2. With those stats no, and also they only want living humanoid armour ones. These should be enough for now.
Re: The Phantom Update
I was trying for a different stance but the spear just ended up looking too short in the image so I went with this instead.
Unlike the imperials halberdier who has higher attack against cavalry, I figured the phantoms one could have better survivability with higher armour and slightly higher attack.
I'll make corpse later.
Unlike the imperials halberdier who has higher attack against cavalry, I figured the phantoms one could have better survivability with higher armour and slightly higher attack.
I'll make corpse later.
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Re: The Phantom Update
Updated.
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- Phantom heavy piker.png (1.93 KiB) Viewed 2552 times
Re: The Phantom Update
It seens kinda malformed, i liked the spear but everything else seens out of place on it, the arm holding the spear seens too much large while the idle seens too short compared to it, the chest mail seens too big and the legs too small...
Btw i don't think we need another spearman but heavier... We already have a pikeman with2 range, a shielded one for defense... But i was wondering, what about making a spearman that has blades on both sides of the pole instead? A "spearmaster" like the swordmaster , with 2 actions and 1 range??
Btw i don't think we need another spearman but heavier... We already have a pikeman with2 range, a shielded one for defense... But i was wondering, what about making a spearman that has blades on both sides of the pole instead? A "spearmaster" like the swordmaster , with 2 actions and 1 range??
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Re: The Phantom Update
Why not just a cheaper spearman and a more costly halberdier?
Age of Fantasy design leader
Re: The Phantom Update
Following the human standards, the halberdier cost more by default... Btw, isn't bastion a halberdier already?
Also did you figured out how to settle diffefent costs for them already? Or they will still keep uniform costs?
Also did you figured out how to settle diffefent costs for them already? Or they will still keep uniform costs?
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Re: The Phantom Update
I wouldn't go down the same path as imperials in the spearmen and halberdier option, if say we could do the lancet thing, though elves one doesn't have 2 actions and it has a similar design. So if we do make one for phantoms with 2 actions then elves one should get 2 actions as well to start. (The ability could stay the same too.)
Re: The Phantom Update
So it was decided to keep the shielded one?
Updated.
Updated.
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Re: The Phantom Update
No objections for that for elves... In fact, i think they also need one pikeman with 2 range to complement glades. But i'm not sure if Alex and Maka would like to touch glades for now...
Anyway... I was wondering if you can make something like Grabanth's Chaosblades for it.
It can be split in 2, but i just love the design.
And this also made me think... To avoid touching glades... What if we add a transformation for swordmaster to spearmaster? We technically would not need to make a corpse for it as the spear and swordmaster would be the same unit. And this way it could keep the 2 actions.
Anyway... I was wondering if you can make something like Grabanth's Chaosblades for it.
It can be split in 2, but i just love the design.
And this also made me think... To avoid touching glades... What if we add a transformation for swordmaster to spearmaster? We technically would not need to make a corpse for it as the spear and swordmaster would be the same unit. And this way it could keep the 2 actions.
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Re: The Phantom Update
I'd say make it a separate unit, the glades one should have 2 actions at start. The spear one can extend its range to 2 using its ability so we don't need another there.
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Re: The Phantom Update
glades have a different structure compared to other races' subs so adding those units would require to rethink some of the existing ones
Age of Fantasy design leader
Re: The Phantom Update
I was actually referring to the vanguard getting 2 to start and his ability could remain the same, the phantoms lancet would work similarly, but without the ability.
The second unit wouldn't be needed.
The second unit wouldn't be needed.
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Re: The Phantom Update
Yep, but swordmaster has its role defined, its not anti-cav... While the spearmaster would have its ups and downs aswell.
That's why i started to consider a sort of transformation effect to not touch the swordmaster stats but just swaping the bonuses to anti-cav on it, instead of creating a standalone unit and changing glades or other lancet units...
That's why i started to consider a sort of transformation effect to not touch the swordmaster stats but just swaping the bonuses to anti-cav on it, instead of creating a standalone unit and changing glades or other lancet units...
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Re: The Phantom Update
I prefer to avoid transforming units as far as it is possible as they are more difficult to balance and end up costing more than they are worth
I think that phantoms do not need a dual anti cavalry (monsters will already have one anyway)
I think that phantoms do not need a dual anti cavalry (monsters will already have one anyway)
Age of Fantasy design leader
Re: The Phantom Update
I know, but I think for this, we have the most simple case of the transforming conditions, unlike a transformation from melee>to<ranged or from a weak>to<buffed, this will just change the bonus from one variation to another with minor tweaks.
Well the monster one has stats for a golden tier skeleton, plus the path needed to get it takes a while untill it be available... While this follow the phantom standards. Plus we can lock the transformation ability behind a tech if deemed to be used too early.
Well the monster one has stats for a golden tier skeleton, plus the path needed to get it takes a while untill it be available... While this follow the phantom standards. Plus we can lock the transformation ability behind a tech if deemed to be used too early.
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Re: The Phantom Update
This was rather difficult.
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- Alexander82
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Re: The Phantom Update
Too bad I wasn't going to put that unit in xD
We can use that image as a skin for the swordsman
We can use that image as a skin for the swordsman
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