Mysterious Stranger

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Badnorth
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Mysterious Stranger

Post by Badnorth »

A fun unit.
Mysterious Stranger
Description: What.. are you?
Cost: 4
Hp: 24
Att: 10
Spd: 3
Armor: 1/1
Sight: 3
Heal bonus: 0
Mental resist: 100%
Inconvertable
Unique
Immune to poison
Burnable
Bonuses:
50% Flesh and blood

Passive effects:
Strange Disease ( affect human ) ( on-hit effect ).
* -1 hp per turn for 4 turns upon hit ( not stackable ) ( Cannot be cured ).
If the enemy died while having this effect it will turn to a minion.

Minion
Description: A thing that was once a human... reanimated to wreck havoc amongst the land of men.
Cost: 2
Hp: 6
Att: 8
Spd: 3
Armor: 0/1
Sight: 2
Heal bonus: 0
Passive effects:
Poison
Mental resist: 100%
Inconvertable
Immune to poison
Burnable
Bonuses:
50% Flesh and blood

This 2 units has no Sound effects.
Attachments
unit_zombie.png
unit_zombie.png (1.21 KiB) Viewed 1302 times
unit_lesser_zombie.png
unit_lesser_zombie.png (747 Bytes) Viewed 1302 times
Last edited by Badnorth on Mon Nov 30, 2020 6:14 am, edited 5 times in total.
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Badnorth
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Re: Fun unit : Zombie

Post by Badnorth »

Categories: Burnable, Melee foot.
Notice: Cannot be healed and poisoned but can be burned.
Last edited by Badnorth on Thu Oct 08, 2020 6:03 am, edited 1 time in total.
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Badnorth
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Re: Fun unit : Zombie

Post by Badnorth »

This should be viable as we have tanks, tie fighters, orcs and cannon on an elephant. Though if it is a bit too much we can make it a map editor unit.
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Badnorth
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Re: Fun unit : Zombie

Post by Badnorth »

@Endru1241 is this possible to be implemented? As a Fun unit priced as 20 gems?
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Hyuhjhih
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Re: Mysterious Stranger

Post by Hyuhjhih »

Even though it is fun unit, quickly spamming it around base is not fun at all. Maybe it would need a last turn nearly 7-10. Is not payable as mercs. And ideal for defensive assault
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Hyuhjhih
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Re: Mysterious Stranger

Post by Hyuhjhih »

The name zombie is better match and cooperates with the AoF zombie as AoS fun unit
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Hyuhjhih
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Re: Mysterious Stranger

Post by Hyuhjhih »

Image can be same as AoF zombie.
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Hyuhjhih wrote: Sat Nov 28, 2020 3:26 pm Image can be same as AoF zombie.
I'd rather not. AoF needs to have unique things.
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Hyuhjhih wrote: Sat Nov 28, 2020 3:25 pm The name zombie is better match and cooperates with the AoF zombie as AoS fun unit
Can be unfitting since Zombie is already a common thing.
Mysterious stranger and Minion fits more imho.

Plus, AoS is different.
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Hyuhjhih wrote: Sat Nov 28, 2020 3:21 pm Even though it is fun unit, quickly spamming it around base is not fun at all. Maybe it would need a last turn nearly 7-10. Is not payable as mercs. And ideal for defensive assault
? It has that stats since its a unique category unit.
Read slowly next time.
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Reworked images and added indicator.
I'd suggest NOT to name this unit a Zombie. Its wierd.
Can be others. This unit has mutated for some reason hence having unhuman like strengths and carries an infectious desease that is uncurable but will go away once an amount of turns has passed. The infectious disease will only trigger once the host has died. Taking over its brain like a parasite and making it one of ifs own. And thus making it a minion controlled by the mysterious stranger.
Attachments
unit_FUN_Myst_Stranger.png
unit_FUN_Myst_Stranger.png (1.38 KiB) Viewed 1234 times
unit_FUN_minion.png
unit_FUN_minion.png (808 Bytes) Viewed 1234 times
Strange Disease indicator.png
Strange Disease indicator.png (181 Bytes) Viewed 1234 times
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Updated.
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unit_FUN_Myst_Stranger.png
unit_FUN_Myst_Stranger.png (1.4 KiB) Viewed 1233 times
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Endru1241
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Re: Fun unit : Zombie

Post by Endru1241 »

QuadrupoleStrat wrote: Sat Nov 28, 2020 2:57 pm is this possible to be implemented?
I am afraid not possible.
The only thing that can be applied on enemy kill is propChanger on unit doing the killing.
We could experiment with few other things - forceful transformation (but it has to be on alive unit) + conversion, ut I am not sure it would work good.
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Badnorth
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Re: Mysterious Stranger

Post by Badnorth »

Endru1241 wrote: Sun Nov 29, 2020 10:08 pm
QuadrupoleStrat wrote: Sat Nov 28, 2020 2:57 pm is this possible to be implemented?
I am afraid not possible.
The only thing that can be applied on enemy kill is propChanger on unit doing the killing.
We could experiment with few other things - forceful transformation (but it has to be on alive unit) + conversion, ut I am not sure it would work good.
How about when the enemy reaches 3hp and below? It needs to be on an alive unit?
Or we can just make this ability just a different thing to compensate the lack of reanimation onhit effects :)

Is this possible? Mysterious stranger will have an ability called "Infect" with 1 damage and a 1turn CD, if the ability is successfuly hit the infected human will have a damaging effect called "Strange Disease" if the turn count goes to 0 the infected human will turn to a Minion, This effect lasts for 4 turns, any sort of healing can remove it.

The effect cannot be casted on Elephants, Buildings, Siege machines, all ships and any animal e.g. Scout, Bird and neutral horse.
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Endru1241
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Re: Mysterious Stranger

Post by Endru1241 »

I forceful transformation would work along with conversion - both effects could be set as related on each other and suspended (only fires when countdown ends, lime leaving), effects can also be set to be removable by action heal or mend. Initial effect (damage) can be set as first and with category filter on propChanger.
So technically should be doable, but there is no way to block possibility to destroy own unit.
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Morningwarrior
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Re: Mysterious Stranger

Post by Morningwarrior »

somewhat intriguing
I swore to protect and lead a great order that seeks enlightenment, I was chosen by the great star and I will pour out his fury against anyone who declares himself an enemy!
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