Wormfaces (neutrals)
Re: Wormfaces (neutrals)
Looks fine
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Re: Wormfaces (neutrals)
Im not convinced giving them the force field aura is a good idea.
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Re: Wormfaces (neutrals)
1. Wormfaces already have a unit that has the same aura
2. This unit already has 1 special ability - teleportation.
2. This unit already has 1 special ability - teleportation.
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Re: Wormfaces (neutrals)
But that unit is an allied buffer, and this one is just with 2 stages, I already wrote that it can simply be reduced to 0 speed and attack to a minimum so that it would not be dangerous at the armored stage. As for skills, why not make them 2? With only one teleportation, he will not be very useful in my opinion.
Re: Wormfaces (neutrals)
Although the downside, probably, is that with the help of a buffer he will be able to hold back the centers well, but in my opinion the snails will be better for this task?
Re: Wormfaces (neutrals)
I think giving it 0 speed in aura form doesn't make it all that different from protectors, they occupy the same role of giving armor to allies, but the teleporators are (bizzarely) less mobile + have some combat capacity, and teleporation plus decent combat ability (I made them rather tanky) is unique enough. They can bypass their movement restrictions on land and will be pretty fast when moving on water. They can also capture tcs by jumping over enemies.
Snails are much more available early cause they need no tech, are built and tc and cost 2. The force field aura doesn't stack so having protectors plus 2 snails or any other tanky units may be great for holding, especially if you also surround the tc with units to utilise the aura fully. Although this isnt exactly relevant to the discussion.
Snails are much more available early cause they need no tech, are built and tc and cost 2. The force field aura doesn't stack so having protectors plus 2 snails or any other tanky units may be great for holding, especially if you also surround the tc with units to utilise the aura fully. Although this isnt exactly relevant to the discussion.
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Re: Wormfaces (neutrals)
Bloodletters.
These fighters impose a bleeding effect upon impact, in fact, I always wondered why there was no such effect in any Ao game, I don’t remember this not in AoS, not in AoF, I think you can just make this effect like poison and but parallel to poison. In addition, you can give an ability in which this unit will give +1 to speed and attack to an ally but will inflict bleeding.
These fighters impose a bleeding effect upon impact, in fact, I always wondered why there was no such effect in any Ao game, I don’t remember this not in AoS, not in AoF, I think you can just make this effect like poison and but parallel to poison. In addition, you can give an ability in which this unit will give +1 to speed and attack to an ally but will inflict bleeding.
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Re: Wormfaces (neutrals)
Worm cultists.
These fighters resurrect corpses by introducing inside special worms that they are able to control and which only they breed.
These fighters resurrect corpses by introducing inside special worms that they are able to control and which only they breed.
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Re: Wormfaces (neutrals)
This type of corpse can be with regeneration or lifesteal, or deal poisonous damage.
Re: Wormfaces (neutrals)
Coral Cultists.
These cultists control corals thanks to which they raise corpses, coral corpses have little health but high armor, you can also give cultists a coral wall which they can block passages
These cultists control corals thanks to which they raise corpses, coral corpses have little health but high armor, you can also give cultists a coral wall which they can block passages
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Re: Wormfaces (neutrals)
Temple of the worms.
Produces Occult Wormfaces.
Works only in water.
Produces Occult Wormfaces.
Works only in water.
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Re: Wormfaces (neutrals)
Lighthouse of wormfaces.
Produces basic wormface infantry.
It's only worth it in the water.
Produces basic wormface infantry.
It's only worth it in the water.
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Re: Wormfaces (neutrals)
Is this for capturable factories like we talked about in Discord?
I also completely forgot that I changed the primate stuff to work like that.
I also completely forgot that I changed the primate stuff to work like that.
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Re: Wormfaces (neutrals)
Yes, I hope I will draw more buildings later. In fact, I would like neutral primates and wormfaces to be captured and exploited by any faction.
Re: Wormfaces (neutrals)
Primates will already be in the new update. I guess we would like a ship and a vehicle building?
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Re: Wormfaces (neutrals)
That is, the ship and vehicle that produce the units?
Re: Wormfaces (neutrals)
No, a building that produces ships and another that makes vehicles. They could be 1 building maybe.
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Re: Wormfaces (neutrals)
Plant for the production of vehicles and fleet.
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Last edited by Anchar on Sat Aug 05, 2023 5:46 pm, edited 1 time in total.
Re: Wormfaces (neutrals)
Monster production building.
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Re: Wormfaces (neutrals)
In fact, I must admit, this race was inspired by a similar race from the Allods Online game (which in turn was transferred from the old game of the same name), the images I drew based on this game and they are very similar (although I drew them manually) , and I also took the name exactly from the Russian language and translated it into English, however, when I googled the pictures, I was only given an image of some kind of opponent from the Elden Ring game with a similar name.I would like to make sure that there are no copyright issues.
Re: Wormfaces (neutrals)
Oh yea they are called wormfaces. It should be fine though, I dont think the name is copyrighted. They don't exactly look the same either.
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