Headless Horseman - IMPLEMENTED
Re: Headless Horseman
Yeah... Shades can.
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- LordOfAles
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Re: Headless Horseman
Ouch
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Re: Headless Horseman
Let's go back on topic. Is vision ok for you or do you have other ideas?
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Re: Headless Horseman
Vision is ok!
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: Headless Horseman
With this sight it will be good alternative to shades.
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Re: Headless Horseman
Okay the description is made easier to understand.Alexander82 wrote:I don't understand part of the description lol
Anyway i was thinking... Since all explorers have a special ability (raptor riders are anti cavalry and human light cavalry has double attack) what about something special for that too? I was thinking the ability to see invisible units (it has no head so no eyes. It sees in a different way). What do you think?
OLÉ
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Re: Headless Horseman
That was mistake, before I thought he would be holding a jack-o-lantern. Then I thought he couldn't possibly get himself burned.
...I guess that's just the rule with Undeads.
...I guess that's just the rule with Undeads.
OLÉ
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Re: Headless Horseman
But dont let this one get poisoned for god's sake he doesnt even have a head
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Re: Headless Horseman -FINALIZED
As i've said before you shouldn't make FINALIZED on your own...
Anyway let's wait for Daniel's opinion and see if it is accepted
Anyway let's wait for Daniel's opinion and see if it is accepted
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Re: Headless Horseman - FINALIZED
undead has explorer already - the shade. however i think we should let it to be built i n tc too.
imho it is a little too similar to humans races having a light cavalry to scout...
imho it is a little too similar to humans races having a light cavalry to scout...
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Re: Headless Horseman - FINALIZED
The shade can't occupy TCs, and Undead Horsemen are too slow for capturing enough TCs to defend itselves.
OLÉ
- Alexander82
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Re: Headless Horseman - FINALIZED
I agreePuss_in_Boots wrote:The shade can't occupy TCs, and Undead Horsemen are too slow for capturing enough TCs to defend itselves.
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Re: Headless Horseman - FINALIZED
Maybe let's take ability to see invisible units and give him pumpkin throw
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Re: Headless Horseman - FINALIZED
I still think it should have the ability to detect invisible units.
Pumkin throw was an OP spell for the Phantom hero unit.
It may need a revamp for this unit.
Pumkin throw was an OP spell for the Phantom hero unit.
It may need a revamp for this unit.
Attack:4
Range:2
Gives the unit inflicted with the spell, "Fear."
OLÉ
Re: Headless Horseman - FINALIZED
With fear it can be a nice combo:
inflict fear and in next turn finish target off
inflict fear and in next turn finish target off
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Re: Headless Horseman - FINALIZED
I'm not sure that the undead race currently has any buildings or units to detect invisible units.Alexander82 wrote:Is it ok with see invisible units?
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Re: Headless Horseman
KingslyTheGreat wrote:I'm not sure that the undead race currently has any buildings or units to detect invisible units.Alexander82 wrote:Is it ok with see invisible units?
NevermindMidonik wrote:They have shades.
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Re: Headless Horseman - FINALIZED
Is this going to be accepting? I'm waiting for something to annoying me on the battlefield.
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Re: Headless Horseman - FINALIZED
please with finalized point out where is the final stat - now in first post?
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Re: Headless Horseman - FINALIZED
ThosePuss_in_Boots wrote:This will be like undead's light cavalry units.
-Detects 8 tiles away and even spot stealth units.Cost:3
Hp:19
Attack:7
Armor: 1
Pierce: 4
Movement: 6
Spell resistance: 20%
Sight: 8
-Ultimate scout unit.
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Re: Headless Horseman - ACCEPTED
thx, ACCEPTED!
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Re: Headless Horseman - FINALIZED
Headless Horseman
Stats:
Stats:
Cost:3
Hp:19
Attack:7
Armor: 1
Pierce: 4
Movement: 6
Spell resistance: 20%
Sight: 8
Special: Detects 8 tiles away and even spot stealth units.
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Re: Headless Horseman - IMPLEMENTED
Implemented.
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...
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