Mad scientist

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MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Mad scientist

Post by MrLich »

Unit name:Mad scientist(or doctor, alchemist depending on copyright) cooldown:4 production building:experimental butchery. Hp:64 dmg:15(poison. Spd:3. Armor and pierce armor:0. Range and sight:4. Abilities:Overcharge:give skeleton or zombie in range 4 1 extra attack, 1 speed, 20 bonus dmg, target dies at the end of the turn.(cooldown 1)
No pain no gain:target unit in range 4 gets a 3 turn 12 dmg buff and takes 6dmg (cannot be lowered by armor, )each turn (cooldown1) Mutate:turn a skeleton in range 4 into a skeleton monster of the same variant(has a chance to fail and kill skeleton instead, dunno if it should be 30% or more) (cooldown 4, starts on cooldown)
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makazuwr32
Posts: 7830
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Mad scientist

Post by makazuwr32 »

"target dies at the end of turn" — not possible right now, will require coding from stratego
Mutate: it is not possible to kill unit on fail right now.
Also monster skeletons will later get a different way of obtaining — by merging of 2 same type skeletons.
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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MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Mad scientist

Post by MrLich »

Then better replace mutate with a ud version of heal, (blood serum, weaker than human heal) as for overcharge, any kind of heavy drawback will do(deal heavy damage, like 60 or so, vanishing seems bad, as Necromancer can just keep unit alive)
MrLich
Posts: 354
Joined: Sat Aug 28, 2021 9:21 pm

Re: Mad scientist

Post by MrLich »

Maybe heal isnt a good idea on a sadist support thougt, dunno
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