Immortal - ARCHIVED

Post Reply
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Immortal - ARCHIVED

Post by Sunrise Samurai »

Immortal
Cost: 5
Built at manor
Hp: 10
Power: 8, good vs. buildings, like swordsman.
Range: 1
Speed: 3
Armor: 2/2
Spell resistance: 30
Ability: Phoenix life. (When this unit dies, the game remembers the location​. At the end of the owner's next turn, the unit is revived at full health if that told is empty. Otherwise, it attempts to revive again the following turn, until successful​.)

Long story short, kill it and it keeps coming back. You have to hold it down with a unit or building to prevent it from returning, and if the undead player can free the location it still returns many turns later. 5 cost seems expensive for a swordsman type unit until you realize it forces your enemy to permanently tie down a spot if they don't want to keep fighting the same soldier for all eternity.
The glorious sun rises again
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

Can the game engine even handle this? And to clarify, it can't capture a tc by resurrecting inside an empty enemy controlled tc. It has to wait until you control the tc again if it died there.
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Typhoon
Posts: 532
Joined: Thu Mar 16, 2017 3:28 pm

Re: Immortal

Post by Typhoon »

I like idea of resurrecting till the tile is occupied
Im not coming. Im impending
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

LordOfAles wrote:But if immortal dies,wouldnt stepping on his corpse result in unit override,making him completely deleted?
That's why I asked if the game could handle it, being able to remember where it died even if something steps on it. If stepping on it were to cause deletion, this would need to be more powerful to make up for it.
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

Maybe there should be a different corpse for Immortal(to different him from normal one),and he couldnt ressurect if there is a unit STANDING NEXT to his corpse,so enemy unit will still be pinned to his corpse without overriding it ;)Corpse would be unwalkable or unlfliyable
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Puss_in_Boots
Posts: 3209
Joined: Fri Apr 21, 2017 1:23 am
Location: New Jersey

Re: Immortal

Post by Puss_in_Boots »

Maybe it should be possible to eliminate them forever with the exorcism move. I feel it would make sense that way.
OLÉ
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

They are Immortal!Bwahahahaha!
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

That works. His corpse actually holds the space, but can be held down by anything adjacent, and destroyed by exorcism. That certainly seems good to me.
The glorious sun rises again
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

To clarify, exorcism destroys the corpse. If he is alive, it only damages him as normal.
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

But if one has Immortal,and one doesnt have exorcism,then immortal would be too op
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

I see the solution in making exorcism a core tech
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

An alternative might be to, on death, make him turn into a 30 life, 5/5 armor and 0 power, 0 movement​ dormant immortal with a transform spell, which turns him back into the normal​ immortal. Assuming you can kill the dormant form in one turn, it actually dies permanently, though 30 life and 5 armor makes this difficult.
The glorious sun rises again
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal

Post by LordOfAles »

Agreed
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Immortal

Post by Alexander82 »

Seems imbalanced to me.

An immortal unit would be ok only if you can have a limited amount of them and the engine should also be adapted to allow another player to win somehow
Age of Fantasy design leader
User avatar
Sunrise Samurai
Posts: 2678
Joined: Thu Jun 18, 2015 11:21 pm
Location: Florida, U.S.

Re: Immortal

Post by Sunrise Samurai »

I think that's where the last version works best. It's hard, but nowhere near impossible, to kill. This is also helped by the high cost and only being built in the manor. The base unit is easy enough to remove from play, so you can hold it down until you have the firepower to destroy it easily enough.
The glorious sun rises again
User avatar
Alexander82
Posts: 7969
Joined: Thu Feb 26, 2015 8:18 pm

Re: Immortal

Post by Alexander82 »

Cost 5 is not high... It should be really eady to kill in its temporary form
Age of Fantasy design leader
User avatar
Typhoon
Posts: 532
Joined: Thu Mar 16, 2017 3:28 pm

Re: Immortal DISCUSSING

Post by Typhoon »

I would give him a little more hp like 15 and low his temporary form hp
Im not coming. Im impending
User avatar
Menselot
Posts: 513
Joined: Sun Oct 08, 2017 3:55 pm
Location: Greece, Athens

Re: Immortal DISCUSSING

Post by Menselot »

Do you have an image on your mind to show us how this unit will look ? (or just describe how it looks)
Fantasy > 40k
User avatar
LordOfAles
Posts: 3694
Joined: Tue Jul 18, 2017 12:27 pm
Location: Balkans, Montenegro

Re: Immortal DISCUSSING

Post by LordOfAles »

This would be a cool addition. I suggest for image to be lightly armored...whatever necromancer is. With a sword/axe.
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
User avatar
Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Immortal DISCUSSING

Post by Savra »

Maybe, for simpler use just give it the ability to turn into a basic skeleton warrior on death.

If not then we can still do this but it would be put in votes section maybe.
User avatar
makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Immortal DISCUSSING

Post by makazuwr32 »

Archived.
Phantoms partially have this role now.
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...
© by Makazuwr32™.
AoF Dev Co-Leader
Image
Post Reply

Return to “Archived - Undead Units, Buildings”