Scalefolk rework
Re: Scalefolk rework
Updated.
That leaves 2 left.
Acid Dragon.
That leaves 2 left.
Acid Dragon.
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- makazuwr32
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Re: Scalefolk rework
I really like design of that FEARSOME acid dragon!
Great work!
Great work!
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™.
- General Brave
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Re: Scalefolk rework
You have done an amazing work on updating all the images, especially everything that I made.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
Thx, all I need to do now are the techs, and punji trap. Maybe turtlemen but that's up for debates.
Re: Scalefolk rework
Hmm....
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Last edited by Savra on Tue Sep 10, 2019 1:36 am, edited 1 time in total.
Re: Scalefolk rework
Maybe these.
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Last edited by Savra on Tue Sep 10, 2019 1:37 am, edited 1 time in total.
Re: Scalefolk rework
Reptilian strength:
Draconian Strength:
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Last edited by Savra on Tue Sep 10, 2019 1:37 am, edited 1 time in total.
Re: Scalefolk rework
Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?
In other words:
In other words:
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7
These require the above techs to work:
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8
All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
Re: Scalefolk rework
A peak at how the flying forms of kobalds will look, any thoughts?
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- General Brave
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Re: Scalefolk rework
Great work and ideas, plenty of these should work. Also not bad for the witch doctor.
Wise, Might, Loyalty. Forever stands Warfell.
Re: Scalefolk rework
Thx, the kobald warrior, slinger, darter, and witchdoctor will all have the ability to transform into a flying form but they would be more vulnerable in that form. The welp, monitor rider, and spearmen are already amphibious so they don't need it.
Re: Scalefolk rework
@Alexander82 what do you think of this idea?
Savra wrote: ↑Tue Sep 10, 2019 1:23 am Just a thought, why don't we make scaledfolk upgrades act similar to orcs but with an elf mix to it?
In other words:
Kobald ascension 1: +1 to attack, +1 to armour
Cost:3
Kobald ascension 2: +1 to attack, +1 to p.armour
Cost:5
Kobald ascension 3: +1 to attack, +1 to both armours
Cost:7
Lizardmen ascension 1: +1 to attack, +1 to armour, 2 regeneration
Cost:3
Lizardmen ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Cost:5
Lizardmen ascension 3: +1 to attack, +1 to both armours, +1 to regen
Cost:7These require the above techs to work:
Snakemen ascension 1: +1 to attack, +1 to armour, +10% to dodges
Cost:3
Snakemen ascension 2: +1 to attack, +1 to p.armour, +10 to dodges
Cost:5
Snakemen ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Cost:7
Draconian ascension 1: +1 to attack, +1 to armour, 3 regeneration
Req: Lizardmen ascension 1
Cost:4
Draconian ascension 2: +1 to attack, +1 to p.armour, +1 to regen
Req: Lizardmen ascension 2
Cost:6
Draconian ascension 3: +1 to attack, +1 to both armours, +1 to regen
Req: Lizardmen ascension 3
Cost:8All will be researched at the shamans circle and work like elves blacksmith upgrades out combined with orcs upgrade requirements style. Since Scaledfolk are divided by sub races like orcs it kinda makes sense, plus it gives the race the mass amount of upgrades it needs. Other upgrades like lizardmen senses would simply be researched at their barracks.
Naga ascension 1: +1 to attack, +1 to armour, +10% to dodges
Req: Snakemen ascension 1
Cost:4
Naga ascension 2: +1 to attack, +1 to p.armour, +10% to dodges
Req: Snakemen ascension 2
Cost:6
Naga ascension 3: +1 to attack, +1 to both armours, +10% to dodges
Req: Snakemen ascension 3
Cost:8
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Re: Scalefolk rework
Why those three exactly, also seems good.
Wise, Might, Loyalty. Forever stands Warfell.
- Alexander82
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Re: Scalefolk rework
I prefer different techs for different values (something that affects attack, something for defense and so on)
Age of Fantasy design leader
Re: Scalefolk rework
Well, I thought this might make things easier. I guess I'll start making the others.
Re: Scalefolk rework
Are the techs going to effect all units?Alexander82 wrote: ↑Tue Sep 10, 2019 11:53 pm I prefer different techs for different values (something that affects attack, something for defense and so on)
Hardened scales effects all their armour
Ascension effects all their attacks
Snakemen reflexes effects snakemen and nagas dodges?
Also, I take it that when you said they were supposed to be melee counterpart to elves, you ment they would have 4 speed like them too?
Re: Scalefolk rework
Alright, I've chosen 3 images for the strength techs out of the above images, here are the hardened scales upgrades.
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Re: Scalefolk rework
Expert hunters tech.
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- Alexander82
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Re: Scalefolk rework
I was thinking to make some base techs affect all races while some will affect only specific subs
Kobolds, being the basic race, will have basic reptilian techs (e.g. Claws and bite for attack, better scales for defense) and those techs will affect all (or at least most) of other units
Other techs will be sub exclusives (e.g. Turtles will have extra armor that is turtle only) and will affect only that specific sub.
Kobolds, being the basic race, will have basic reptilian techs (e.g. Claws and bite for attack, better scales for defense) and those techs will affect all (or at least most) of other units
Other techs will be sub exclusives (e.g. Turtles will have extra armor that is turtle only) and will affect only that specific sub.
Age of Fantasy design leader
Re: Scalefolk rework
So essentially,
Sharp claws 1
Rending talons 2
Peircing Talons 3
Leatherbacks 1
Hardened scales 2
Studded scales 3
Sharp claws 1
Rending talons 2
Peircing Talons 3
Leatherbacks 1
Hardened scales 2
Studded scales 3
Last edited by Savra on Sat Sep 14, 2019 6:37 am, edited 1 time in total.
- Alexander82
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- LordOfAles
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Re: Scalefolk rework
Yeah. Fetid = Smelly asf.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Scalefolk rework
Just thought of something different, why would they have claw and tooth upgrades when they have weapons?
Wouldn't it make sense of they simply just made sharper stones and such for them?
Most tribes would chip rocks to make them sharper and more lethal and some people were better at it then others, it would make more sense for scaledfolk to act in a similar manner.
Last edited by Savra on Fri Sep 13, 2019 5:09 am, edited 1 time in total.
Re: Scalefolk rework
Something like this kinda.
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- Puss_in_Boots
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Re: Scalefolk rework
I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
OLÉ
Re: Scalefolk rework
What are you getting at?Puss_in_Boots wrote: ↑Fri Sep 13, 2019 12:58 am I don't think scaledfolk need blacksmith-like techs that only upgrade one base stat at a time.
Are we talking about my old idea?