Wolf den - IMPLEMENTED

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Re: Wolf den - IMPLEMENTED

Post by Stratego (dev) » Wed Oct 25, 2017 7:21 pm

that is not good, it will be a never-ending-uncontrolled-spawning-swarming super op megastar :)

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Alexander82
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Re: Wolf den - FINALIZED

Post by Alexander82 » Wed Oct 25, 2017 7:40 pm

what about a longer cooldown or with vanishing?
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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Wed Oct 25, 2017 8:14 pm

It's not that bad actually. It's similar to gravedigger
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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Wed Oct 25, 2017 8:19 pm

A gravedigger can effectively summon one unit of normal strength every 3 turns, including cavalry. Wolf den would summon a weaker unit every 3 turns. I don't think it would be that overpowered, honestly.
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Re: Wolf den - FINALIZED

Post by Stratego (dev) » Wed Oct 25, 2017 8:21 pm

how can a gravedigger summon?

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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Wed Oct 25, 2017 8:36 pm

It makes a random corpse, which can be raised by anything with raise dead.
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Re: Wolf den - FINALIZED

Post by Stratego (dev) » Wed Oct 25, 2017 8:39 pm

yes but that caster is an other fragile unit to protect. so that is not the "same"

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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Wed Oct 25, 2017 8:54 pm

One lich has 9 range, and can provide for many grave diggers from safely inside your base. Spectral knight is far more durable, and can also provide that service. Necromancers can do that, or make it into a powerful flesh golem. All from a safe location.

If you prefer, we could make wolf dens more fragile for a better comparison.
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Re: Wolf den - FINALIZED

Post by Alexander82 » Wed Oct 25, 2017 10:15 pm

I think I understand Daniel's point since, unlike undead units, you can build that and are not limited by the common production. However we might try a different approach here. What about summoning a wolf every turn with cooldown 2? So the building fills the role of a tower (instead of an arrow you fire a wolf xD)
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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Thu Oct 26, 2017 12:25 am

Hmm. Probably the simplest way to work this is just to duplicate the druid's summon ability. Vanishing 3 on the wolves, no cooldown. Same​ spell we already use. As a worker built structure​, with carry capacity and decent hp, it is very much worth building, and won't give permanent units. Pretty much, as Alexander said, it fires wolves instead of arrows.
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Re: Wolf den - FINALIZED

Post by Puss_in_Boots » Thu Oct 26, 2017 1:19 am

If we are going to add a unit that utilizes spam as its main tool, how about nerfing wolves to drop corpses? (If they don't already) This way the undead could utilize this and turn spamming against the elven race. I believe undeads are supposed to be stronger or at least equal to elves.
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Re: Wolf den - FINALIZED

Post by Sunrise Samurai » Thu Oct 26, 2017 10:26 am

I'd agree, though it should drop a dog corpse, not a human one. we've been over animal corpses before, so it's not much of a stretch to do.
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Re: Wolf den - FINALIZED

Post by Stratego (dev) » Thu Oct 26, 2017 7:01 pm

which is the finalized stat? or is it still discussed?

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Re: Wolf den - FINALIZED

Post by Alexander82 » Thu Oct 26, 2017 8:03 pm

Samurai suggested to make a "tower" that can cast the same spell of the druid with the same cooldown and vanishing
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Re: Wolf den - ACCEPTED

Post by Stratego (dev) » Thu Oct 26, 2017 8:05 pm

ok, that sounds ok, do we want that many wolves? :)

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Re: Wolf den - ACCEPTED

Post by Alexander82 » Thu Oct 26, 2017 8:07 pm

Samurai probably wants them XD

Probably the main reason is that it would be the first elven standalone tower since they only have parapets that can lodge 4 elves but can't really do anything else if you don't put some units inside.
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Re: Wolf den - ACCEPTED

Post by Sunrise Samurai » Thu Oct 26, 2017 8:48 pm

Lol pretty much why I want them. Orcs and humans have very useful towers, even without troops to back them up. Undead towers....are the troops I suppose. It's roundabout, but they can defend a base without troops if needed. Elves....both their towers are useless without someone inside. This would be a standalone, capable of defending a base with little to no help if need be. Outposts and parapets would still have their place, while this filled a very different role.
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Re: Wolf den - ACCEPTED

Post by Alexander82 » Mon Nov 06, 2017 12:01 pm

I've made an image. I hope this should blend well on wood tiles

We only need this one to add the proposal to the vote list
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Wolf den.png
Wolf den.png (17.99 KiB) Viewed 3236 times
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Re: Wolf den - ACCEPTED

Post by Sunrise Samurai » Mon Nov 06, 2017 2:04 pm

:o
My jaw just hit the floor. Hard.
That is epic. Alexander, keep it up, I love your art.
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Alexander82
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Re: Wolf den - ACCEPTED

Post by Alexander82 » Mon Nov 06, 2017 2:21 pm

Thanks a lot ;)
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Re: Wolf den - ACCEPTED

Post by Sunrise Samurai » Mon Nov 06, 2017 2:32 pm

I still think elf archery needs to be made in similar style, but that's another topic. Is this ready to vote?
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Alexander82
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Re: Wolf den - ACCEPTED

Post by Alexander82 » Mon Nov 06, 2017 4:25 pm

Yes if you like the art. I'll update the topic later.
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Re: Wolf den - ACCEPTED

Post by Alexander82 » Mon Nov 06, 2017 6:34 pm

I've made final stats.



Wolf den
Image
Stats:
Cost 5, built in forest or plains
30 life
0 armor
5 pierce armor
Garrisons 1
Special: cast summon wolf as a druid inside the building
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Re: Wolf den - ACCEPTED

Post by Sunrise Samurai » Mon Nov 06, 2017 8:14 pm

Looks great. I expect it will win the next elf vote at this point.
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Re: Wolf den - IMPLEMENTED

Post by Alexander82 » Tue Feb 12, 2019 12:01 pm

- IMPLEMENTED
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