Improving Neutral Hazards — ARCHIVED

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General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Improving Neutral Hazards — ARCHIVED

Post by General Brave »

Image
Since now we have the ability to have creatures to attack players. We should start revamping the stats of these things. Perhaps even new suggestions that we can add in.
Wise, Might, Loyalty. Forever stands Warfell.
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Tankhead
Posts: 1838
Joined: Fri May 18, 2018 6:46 am
Location: United states, Texas

Re: Improving Neutral Hazards.

Post by Tankhead »

What's the point of that picture?

Small bear
HP 20
Atk 8
Spd 5
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary

Black bear
HP 20
Atk 10
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% Infantry, Calvary

Large bear
HP 30
Atk 8
Spd 3
Armor 1/1
Spell R 100%
Bonus: 50% infantry, Calvary
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"
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Savra
Posts: 5629
Joined: Wed Aug 01, 2018 6:21 pm

Re: Improving Neutral Hazards.

Post by Savra »

I say just give heads bonus to only infantry. As well as any other hostile neutral. As in the case of the more intelligent ones, they will have more bonuses to specific things. I'd like to work on the bandit topic more so we can have another "intelligent" faction to add along with the Gnolls.
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General Brave
Posts: 4662
Joined: Thu Oct 19, 2017 3:12 am
Location: The Four Point Military Academy.

Re: Improving Neutral Hazards.

Post by General Brave »

Okay I guess.
Wise, Might, Loyalty. Forever stands Warfell.
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Improving Neutral Hazards.

Post by makazuwr32 »

Archived.
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
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