All units are trained in both volcano,and Uruk tent.
Desc: The mighty Uruk hai. Breed for war, fearing death nor pain, they are a terror to behold. Uruks are clad in the finest armour and have the best weapons then their lesser brethren. With such reckless hate who can stand against?
Uruk Warlord:
Desc: Uruk Captain's inspire fear into their fellow Uruks to prevent them from turning. Only the strongest can manage to reach this rank.
Cost:7
Hp:40/48/56/64
Atk:18/21/24/27
Rng:1
Sight:4
Spd:3
Arm:3/4/5/6
P.arm:3/4/5/6
Res:40%
Abilities:
Aura of resistance -passive- rng:3, adds +20% to all Uruks (Not Ologs) resistance.
Standard bonus to buildings.
Uruk Bezerker:
Desc: Uruk Bezerkers are a menace on the battlefield. They are the strongest of the Uruks and have no fear of death of pain. The red tint of their skin is due to the blood of their enemies that they put in their helmets to syche them up before battle. They are a force to be reckoned with.
Cost:5
Hp:45/53/61/69
Atk:19/21/24/27
Aoe:1
Act:2
Rng:1
Sight:5
Spd:4
Arm:0
P.arm:0
Res:20%
Abilities:
Wirlwind
Uruk Champion:
Desc: These Uruks wield 2 blades and are expert swordsman. They fear neither death nor pain.
Cost:5
Hp:34/42/50/58
Atk:14/16/18/20
Act:2
Rng:1
Sight:4
Spd:3
Arm:2/3/4/5
P.arm:2/3/4/5
Res:0%
Standard bonus to buildings, fortifications, mega buildings.
Uruk Murauder:
Desc: These Uruks are skilled with both sword and bow alike. They have lighter armour to allow for more mobility.
Cost:4
Hp:30/36/42/48
Atk:melee:14/17/20/23, ranged:9/10/11/12
Rng:1, ranged:4/5/6/7
Sight:4, ranged:5/6/7/8
Spd:3
Arm:0/1/2/3
P.arm:0/1/2/3
Res:0
Abilities:
Transform into ranged/melee
Melee standard bonus to buildings
Ranged standard bonus to infantry.
Uruk Update
Uruk Update
Last edited by Savra on Mon Dec 09, 2019 3:08 pm, edited 9 times in total.
Re: Uruk expansion pack
Since this is going to be a sub they need a tech Icon to showing they are unlock
( banner, shield, flag ) something
( banner, shield, flag ) something
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Uruk expansion pack
I don't think Uruks need that. Orcs right now lack sub race factions, and are just full of sub races. They'll be fine as they are now. Phantoms are the same way.
Re: Uruk expansion pack
It was already been decided Uruks are going to be sub Especially with expansion
You you have to unlock them in game like any other sub race
Also Alex is making imperials a sub so it may come down to phantoms also
You you have to unlock them in game like any other sub race
Also Alex is making imperials a sub so it may come down to phantoms also
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Uruk expansion pack
Well, all their symbol is, is a white hand on a black flag.
Re: Uruk expansion pack
Updated. That's all of them. Should the symbol be on a shield or flag?
Re: Uruk expansion pack
Depends on you
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Uruk expansion pack
Btw, @makazuwr32 feel free to post the Uruk rebalance here so we get it all in one. I believe their was a cost increase and range deduction for some units?
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Uruk Update
If they will become subrace than this depends on cost of building and cost of researches.
I don't want to touch uruks now until we will know about that building more.
I don't want to touch uruks now until we will know about that building more.
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™.
Re: Uruk Update
That's what I thought originally. Imperials, Uruks, sentinels, phantoms, mithiril guard, and brutes all should be elite groups you start out with,and sub races should just be extensions of your face you play as. For example,
You have the starting human units (including imperials) and depending on the situation or your point of reference, you choose a sub faction to go with. Now we could make it so that you only can choose one, but the sub factions should only bring things that the race lacks e.g. Builders, ranged, navy, etc.
You have the starting human units (including imperials) and depending on the situation or your point of reference, you choose a sub faction to go with. Now we could make it so that you only can choose one, but the sub factions should only bring things that the race lacks e.g. Builders, ranged, navy, etc.
Re: Uruk Update
Ya, we shouldn't make Imperials, Uruks, Sentinels, Phantoms, Mithiril Guard, and Lizardmen Brutes into sub factions their fine the way they are. We have a lot of units for sub factions anyway.
Re: Uruk Update
Alex said Imperials are tho
Btw I think Instead of making them a sub ( which means adding troops )
Just have them lock until you unlock them in game ( no Tiers )
Cost 6 unlock this
Its like putting Tiers on main races
Btw I think Instead of making them a sub ( which means adding troops )
Just have them lock until you unlock them in game ( no Tiers )
Cost 6 unlock this
Its like putting Tiers on main races
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
Re: Uruk Update
That would be interesting. Do the same for the other elites and make them unlockable through the mega building since all elites are buildable at their mega buildings.
Re: Uruk Update
Now all we need is a icon for the rest of the elites.
- General Brave
- Posts: 4662
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- Location: The Four Point Military Academy.
Re: Uruk Update
What I know he only said the imperials, he didn't say anything about the other Elites. But if you wish to be prepared then I guess I can't stop you.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Uruk Update
Yes. But I still say imperials should just be a tier and not a sub race, it makes no sense because other sub races have more to offer, Imperials are just the humans main elites.
Re: Uruk Update
Updated. Changed uruk captain to uruk warlord. Removed caragor rider since he's already in.
Removed the bezerkers rate ability and replaced with wirlwind, removed one of the warlords abilities.
Removed the bezerkers rate ability and replaced with wirlwind, removed one of the warlords abilities.
Re: Uruk Update
Currently I'm only concerned about the captain, others can come in far later, captain could come in after scaledfolks get updated.
- SirLuciano
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Re: Uruk Update
Wait so the imperial knights might have some new units or new appearances?
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Uruk Update
Every elite sub race will, but don't get your hopes up on all these uruks because 10-1 most will be rejected.
- SirLuciano
- Posts: 287
- Joined: Sun Dec 08, 2019 2:05 am
- Location: Batangas Province,Philippines
Re: Uruk Update
Well Orcs are already powerful enough and we need to expand the scaledfolks so currently I'm trying to think of a scaled unit....maybe my last post went a little too far trying to add a celestial unit
Let the Empire of your land stay within your heart and its knights defend your soul
Re: Uruk Update
Well, the only expansion orcs main race needs is their goblins, I mean they almost seem to be put on the back burner for the orcs because now you can just build any unit you want to counter the enemy in the orcs tent. I actually hardly use the goblins due to orcs having better stuff and only use goblin spikers mainly.
Personally I had some ideas to make orcs easier to combat with for other races. I'll make a topic about my suggestion and see what others think, but I think it would be a major game changer for other races. And allow for some of the remaining goblin units like the pyromancer, and the goblin shaman to get in.
Personally I had some ideas to make orcs easier to combat with for other races. I'll make a topic about my suggestion and see what others think, but I think it would be a major game changer for other races. And allow for some of the remaining goblin units like the pyromancer, and the goblin shaman to get in.
Last edited by Savra on Wed Dec 11, 2019 4:33 am, edited 1 time in total.
- makazuwr32
- Posts: 7830
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Re: Uruk Update
Goblins still have 5 rather useful units:
Goblin piker, for dragon sacrifices;
Goblin halberdier and second polearm goblin, as infantry counter to enemy cavalry;
Goblin bat rider, best flyer early game;
Goblin squig rider, rather powerful cavalry that is able to jump over enemy units.
That is my side of view alas.
And only land units which i am not using for orcs from goblin tent are goblin archer (because orc archer is much, much better) and fodder cannon (because it is hard to unlock and when you unlock it you already usually have better options).
But we are planning to remake fodder cannon into proper normal siege unit.
Goblin piker, for dragon sacrifices;
Goblin halberdier and second polearm goblin, as infantry counter to enemy cavalry;
Goblin bat rider, best flyer early game;
Goblin squig rider, rather powerful cavalry that is able to jump over enemy units.
That is my side of view alas.
And only land units which i am not using for orcs from goblin tent are goblin archer (because orc archer is much, much better) and fodder cannon (because it is hard to unlock and when you unlock it you already usually have better options).
But we are planning to remake fodder cannon into proper normal siege unit.
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™.
Re: Uruk Update
Oh, btw don't get too attached to that uruk warlords look, it's next on my redo list and the other will look more clear.
Re: Uruk Update
To be honest I dont find a porpouse for all these Units.
Right now Orks have like 15 different infantry/Giant Units to choose from, maybe even more after Minotaur rework.
Adding 4 additional ones will not change anything.
If they are OP the old ones will ignored, if they arent they will be ignored...
Right now Orks have like 15 different infantry/Giant Units to choose from, maybe even more after Minotaur rework.
Adding 4 additional ones will not change anything.
If they are OP the old ones will ignored, if they arent they will be ignored...
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Uruk Update
Whom exactly?
Goblins? Or uruks?
Goblins? Or uruks?
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™.
Re: Uruk Update
The new Uruks.
Especially with the Berserker it's like this:
Now the perfect situation for a Unit with tons of dmg + Aoe.
Let's build......Hamletback.
OK, no Goblin Upgrade..
Let's build something different....Troll
OK, cave is too far away
Let's build Olog-Hai
OK, 7 cost is too expensive
Let's build Axe Uruk
You get the point, with all this simmilar Units it would turn out one is the best and the rest will be ignored.
Especially with the Berserker it's like this:
Now the perfect situation for a Unit with tons of dmg + Aoe.
Let's build......Hamletback.
OK, no Goblin Upgrade..
Let's build something different....Troll
OK, cave is too far away
Let's build Olog-Hai
OK, 7 cost is too expensive
Let's build Axe Uruk
You get the point, with all this simmilar Units it would turn out one is the best and the rest will be ignored.