Lost soul(or a shade rework)

MrLich
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Lost soul(or a shade rework)

Post by MrLich »

Idea is a special kind of assassin, instead of killing the target, you possess him(either countered by mental resistance, or work only on non structure units, but bypass mental resistance). Name:lost soul. Hp:46. Dmg:0. Speed:3. Sight:5. Mental res:100%. Cost:6. Passive invisibility abilities:possess(either range 1 or 2, works as convert, can be maked to bypass mental resistance or not, and always kills the unit who uses it)
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Re: Lost soul(or a shade rework)

Post by MrLich »

Also side note, in case if the variant that bypasses mental res passes, it shouldnt target buildings then, or at least work on them
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makazuwr32
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

Banshee will get a possession skill later.
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MrLich
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Re: Lost soul(or a shade rework)

Post by MrLich »

I see
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Re: Lost soul(or a shade rework)

Post by MrLich »

Its a good idea to rework units that are absolutely useless to a workable state, or delete them(zombie butcher could be fixed by giving him lower cooldown and some range on his ability,corpse flinger the same, and propably extra building damage, lesser demon propably could be a real anti holy unit if pitchfork would deal extra damage to holy, and so on)
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makazuwr32
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

Shade's main idea is stealth scout and saboteur unit.
Some updates to its abilities will be given later but that's it.

Corpse flinger will be updated during buildings update.
Will get a tech to improve its range as well (by +1).

Lesser demon... We will see when we will fully work on demons sub.

As for banshee:
This unit will become a full sized caster with multiple spells:
Scream — damaging spell, may miss against targets with high attack value, will not apply any debuffs anymore, aoe-damage spell centered around caster that can be used each turn, can't target undead units and mechanical units, affects allies as well;
Possession — convert with sacrifice, can't possess plants, mechanical units, mounted units, dragons and some specific inconvertable units; if you possess a worker you may get additional race to use. Will require a research;
Curse — will debuff enemy's attack, armor and p.armor;
Frenzy — gives bonus attack and +1 speed to target skeleton/zombie unit, affected unit is uncontrollable (can target enemy units) and receives small damage each turn (5 damage/turn), will require a research (cheap - 2 turns)
makazuwr32 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...
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MrLich
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Re: Lost soul(or a shade rework)

Post by MrLich »

Frenzy makes the unit aggro on closest enemy, right?
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Re: Lost soul(or a shade rework)

Post by MrLich »

1+ range on corpse flinger might be not enough for it to be remotely worth as a siege unit, at best a crowd control variant of catapult, with current cooldown it wont simply be remotely good enough(well see how much finał version will cost)
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Re: Lost soul(or a shade rework)

Post by MrLich »

That worker possesion is a ultimate pipe dream, not even possible, unless possessed workers get a way to escape from harms way(teleport is propably out of question lol)
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Re: Lost soul(or a shade rework)

Post by MrLich »

As for shade, for it to be a actual scout, his sight might need to be a bit bigger
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

we might let for players to research in tc a micro sub tech when you possess a worker to unlock corresponding sub.

Shade will get later better sight and teleport skill.

Corpse flinger +1 range will be just enough for most cases actually since only races who will have 9+ attack range towers and megas will be humans and elves. Range of orcs' fortifications will be reduced to 7 when maxed (actually there is a plan for range 9 tower for one of orcs sub but that one will not have any burning, good attack on level of stone shelter or aoe), dwarves will have 8, undeads will have 8. not sure about scalefolks for now.

As for frenzy it just makes unit to be controlled by ai. you can't control its movement or attack.
makazuwr32 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...
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MrLich
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Re: Lost soul(or a shade rework)

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If frenzy makes the unit being controlled by AI, then that would require at least a decent AI, right now the AI is braindead, even attacking the closest enemy in range seems like an improvement over that
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Re: Lost soul(or a shade rework)

Post by MrLich »

The thing with corpse flinger is, even with 9 range, with current cost definitely wont cut it as siege,partly due not working on humans and elves by default, but guess zombie gargantuan will end as actual siege unit, and corpse flinger might end as a cc shooter, or keep being unused by everyone, as always
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

MrLich wrote: Wed Sep 15, 2021 5:36 pm If frenzy makes the unit being controlled by AI, then that would require at least a decent AI, right now the AI is braindead, even attacking the closest enemy in range seems like an improvement over that
That is the point of this spell. You can cast it onto enemy and lure ai-controlled unit to your army to possess.

Or cast onto allied unit to buff its attack.
makazuwr32 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...
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Re: Lost soul(or a shade rework)

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MrLich wrote: Wed Sep 15, 2021 5:40 pm The thing with corpse flinger is, even with 9 range, with current cost definitely wont cut it as siege,partly due not working on humans and elves by default, but guess zombie gargantuan will end as actual siege unit, and corpse flinger might end as a cc shooter, or keep being unused by everyone, as always
Corpse flinger is constructible.
Zombie gargantuan is not.

Against humans and elves undeads will have to use other units.
Skeleton ball for example will get major improvement to p.armor (up to close to being immune to piercing damage) and reduction of burning effects length on it with each speed up (constant while effect is working).
Zombie gargantuan will be good choice.
One of gargoyles also may work well (i must remind that all gargiyles are constructible).
Death knight.
Shade (indirectly — this unit will be able to disable enemy buildings).
makazuwr32 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...
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MrLich
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Re: Lost soul(or a shade rework)

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Orcs and ud can easily work around it, ud will still have flesh golem, and orcs can easily garrison good shooters and throwers
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Re: Lost soul(or a shade rework)

Post by MrLich »

So far zombie gargantuan seems like best siege option for ud, tanky and ranged siege unit on top, but it all depends how much throw zombie and skeleton will multiply dmg on buildings
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

MrLich wrote: Wed Sep 15, 2021 7:18 pm Orcs and ud can easily work around it, ud will still have flesh golem, and orcs can easily garrison good shooters and throwers
Flesh golem in future will not be that good option for actual siege. Flesh titan will be though.

Orcs have only 1 shooter unit with range 9 and 1 thrower unit with good range (and 30% miss chance) and others have less range. And if we count subs than ud will have some better options as well with subs (for example earth and magma revenants).
makazuwr32 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...
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MrLich
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Re: Lost soul(or a shade rework)

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I meaned flesh golem as a anti backline unit(shooters, throwers, support, siege etc), it isnt a good siege even now
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Re: Lost soul(or a shade rework)

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As for orcs, you dont need range 9,range 5 and speed 3 is enough, or speed 8(minotaurs),you just garrison your units inside towers and orc piles and wait till enemy gets in range, or charge with Minotaur crossbowman anywhere(is it just me that thinks minotaurs are the most op sub?)
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Re: Lost soul(or a shade rework)

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MrLich wrote: Thu Sep 16, 2021 8:05 am (is it just me that thinks minotaurs are the most op sub?)
Not for too long. ;)
Glades soon will become even more op: new ranged unit would be able to get 150 attack when maxed and under ability.
Glade viligant also will become awesome offencive unit with up to 3 actions, jump and multiple whirl abilities (grand whirl costs 3 actions, will deal x1.5 damage to all units in range 2, up to 12 units will be affected by this).
makazuwr32 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...
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Re: Lost soul(or a shade rework)

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Isnt 150 on a ranged attack bit too much dmg, even artillery isnt that powerful, and thats with hefty miss chance on top,like with that much dmg it has to helluva pricy unit(12 turns minimum)
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Re: Lost soul(or a shade rework)

Post by MrLich »

But glades definitely need a good buff, right now there isnt any reason to play any other glade than se try, as everything else is covered by ents
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Re: Lost soul(or a shade rework)

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MrLich wrote: Thu Sep 16, 2021 11:24 am Isnt 150 on a ranged attack bit too much dmg, even artillery isnt that powerful, and thats with hefty miss chance on top,like with that much dmg it has to helluva pricy unit(12 turns minimum)
That is via ability that you can use once in a while (not every turn) and that reduces speed and dodges to 0.
This is also rather adequate since dwarves will get good armor — some units may reach under all buffs 100+ p.armor.
Also glades won't be able to enter normal ent warriors anymore.
MrLich wrote: Thu Sep 16, 2021 11:27 am But glades definitely need a good buff, right now there isnt any reason to play any other glade than se try, as everything else is covered by ents
Glades will get 3 mounts:
Harnessed unicorn;
Tiger;
Peryton.
All glades will be able to mount them (including shielder, sentinel and others).

Also for you maybe glades are worthless but for me grade shielder is worth to train since he has higher maxed armor and better mobility. You can also transport him in wagons.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Lost soul(or a shade rework)

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Shielder isnt exactly the most popular glade, as ents are tankier overall, and can he healed for much more hp,as for mounted glades, every elf can be mounted, so their usefulness isnt exactly that great
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Re: Lost soul(or a shade rework)

Post by makazuwr32 »

Glades' mounts are more unique when compared to basic ones.

They will provide additional skill as well unlike basic mounts.
MrLich wrote: Thu Sep 16, 2021 3:13 pm Shielder isnt exactly the most popular glade, as ents are tankier overall
Shielder has 2 advantages over ents:
1. He has dodges and because actually he is more tanky than ent (if enemy does not use cavalry);
2. He has lembas and can self heal for 40 hp.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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Re: Lost soul(or a shade rework)

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Lembas isnt rly an advantage, woodshapers heal ents for 150,as for dodges, it doesnt make shielder tankier than ent if you consider ents max hp, besides ents are mostly more popular cause they hit harder than glade shielder, and have full counter on top of it
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Re: Lost soul(or a shade rework)

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I get glades have several abilities, but regular mounted infantry offers more flexibility, and its stronger and cheaper, like glade mounts are severely overpriced for how little they can do compared to regular unicorn blade dancers and unicorn glaive dancers
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Re: Lost soul(or a shade rework)

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MrLich wrote: Thu Sep 16, 2021 4:38 pm Lembas isnt rly an advantage, woodshapers heal ents for 150,as for dodges, it doesnt make shielder tankier than ent if you consider ents max hp, besides ents are mostly more popular cause they hit harder than glade shielder, and have full counter on top of it
Uhm normal ents do not have full counter. Only thorn elementals but they are less tanky than ents.
Dodges ARE making shielder more tanky against non-magic damage on average.
Lembas is advantage actually since you may not waste time to heal unit or when you simply do not have healer nearby.
Woodshaper's requirement is also a problem for ents since they cost 6 turns.
MrLich wrote: Thu Sep 16, 2021 4:40 pm I get glades have several abilities, but regular mounted infantry offers more flexibility, and its stronger and cheaper, like glade mounts are severely overpriced for how little they can do compared to regular unicorn blade dancers and unicorn glaive dancers
Do not misunderstand.
Current glade mounted units are nothing comparable to what is upcoming. I'd say current mounted glades are basic deer town watch (without any upgrades) and upcoming mounted glades are maxed unicorn blade/glave dancers.
This also will offer more flexibility:
Harnessed unicorn gives best bonus attack (for melee only, ranged units get instead bonus power base), bonus health and bonus armor;
Tiger gives speed 6 and ability to pass through units once in a while;
Peryton is flying mount.
As for "overpriced":
I'd say you won't say that when you'll see upcoming harnessed unicorn vanguard with 60 attack, 2 actions and ability to get +1 speed and +2 more actions at cost of -15 attack. And that is only for 8 turns.
Or peryton viligant with 70 attack (80 under peryton's ability) and 3 actions for 10 turns (and massive aoe 2 centered around self that deals 105 damage to all units in its range — if you will hit with it units on all 12 tiles in its range than you can deal 1260 damage!). By the way imperial dragon has only slightly higher attack and 1 action at base.
Or tiger keeper unit with 75 attack (and under both abilities effects will have 122 attack) for same 10 turns.

Especially good for tanking will be guardian who alas will get few nerfs on his own at base when mounted will become the most-non-dwarven tankiest in terms of armor cavalry unit. 270 hp and extra +4/+4 armor on unicorn, 250 hp and speed 4 under raise shield on tiger, 280 hp and 40% dodge melee/ranged on peryton.

When these will come out glade wardens will become the largest subrace among all races. 8 base glades, 24 mounted and 1 ent (750 hp).
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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MrLich
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Re: Lost soul(or a shade rework)

Post by MrLich »

Feels kinda weird, having 8 turn whatever mounted units that are overly understatted, and several times better units for only 2 extra cooldown, like whats the point of glades then(unless the new units are supposed to be new glades replacement)
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