Bandits: Hostile Neutral

Here you can discuss what kind of subraces and subfactions could be added to the existing races that are in game.
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Bandits: Hostile Neutral

Post by Savra »

@General Brave
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General Brave
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Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Bandits: Hostile Neutral

Post by General Brave »

Good, I will put it in.
Wise, Might, Loyalty. Forever stands Warfell.
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Savra
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Joined: Wed Aug 01, 2018 6:21 pm

Re: Bandits: Hostile Neutral

Post by Savra »

Bandit watchtower:
Cost:N/A
Hp:60
Atk:6
Rng:5
Sight:6
Cap:1
Heal:4
Arm:3
P.arm:5

Bandit chief:
Cost:5
Hp:45
Atk:15
Rng:1
Sight:4
Spd:3
Arm:3
P.arm:3
Res:50%
Abilities:
Group attack aura 1- rng:3
Standard bonus to buildings.

Lizardmen cutthroat:
Cost:3
Hp:32
Atk:16
Rng:1
Sight:4
Spd:3 water 2
Arm:1
P.arm:1
Res:40%
Standard bonus to buildings.

Dwarf demolitions:
Cost:4
Hp:10
Atk:8 melee, can't hit air.
Act:2
Aoe:1
Rng:3
Sight:4
Spd:3
Arm:1
P.arm:1
Res:30%
100% Bonus to buildings.

Tripline:
Cost:1
Hp:5
Atk:8
Rng:1
Sight:2
Arm:0
P.arm:0
100% bonus to cavalry and giants.The
Trap

Fire pit:
Cost:1
Hp:8
Atk:12 burning
Rng:0
Sight:2
Arm:0
P.arm:0
Trap

Bandit camp:
Cost:1
Hp:20
Sight:3
Cap:2
Heal:4
Arm:0
P.arm:3
Trains:
All Bandits

Bandit flag:
Cost:1
Hp:15
S.rng:3
Sight:4
Arm:0
P.arm:6
Abilities:
Group attack 1.

Thief:
Cost:3
Hp:8
Atk:6 poison weapon
Rng:1
Sight:4 can see invisible
Spd: 3 invisible
Arm:0
P.arm:0
Res:0%
Abilities:
Sabatoge
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Bandits: Hostile Neutral

Post by Savra »

@General Brave here's the rest. Then I believe their ready.
Btw, I'll add this to ready list since it seems ready.
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makazuwr32
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Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Bandits: Hostile Neutral

Post by makazuwr32 »

Moved to subraces
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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AoF Dev Co-Leader
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