Boneworm
Boneworm
A powerful beast of bones, capable of popping out from earth to deal a surprise blow, mainly used as a siege weapon, aoe rusher. Name:boneworm. Hp:276. Armor:6/24. SPD:3. Cooldown:9 Sight:6. Power range:1. Dmg:60. Good anti building bonuses, similar to hammerers,can move on mountains Skills:rampaging(gain 1 SPD, 1 power range, 20 dmg, cooldown 4) burrow(appear instantly, or after 1 turn delay in any unoccupied tile in 5 range, except in water tiles, deal current atk dmg to adjacent enemies, deals extra dmg to buildings, cooldown 6) earthquake(works just like rune of earthquake, cooldown 6)
- Puppeteer12
- Posts: 111
- Joined: Thu Apr 22, 2021 3:42 am
Re: Boneworm
The stats are a bit too big in my opinion, by ud standards
A master of puppetry and manipulation, working from the shadows.
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
Attack might be too high, burrow is a bit too op as well as ability but other stats are fine or even might require some boost.
Also rampage giving extra power range is also too much.
Also rampage giving extra power range is also too much.
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...
© by Makazuwr32™.
Re: Boneworm
Ud need some power to compete with other races anyway, having less powerful units with no real benefits aside from having spammable fodder doesnt cut it
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
They will get those.
1. Wights will be expanded into alternative to skeletons — non-raisable but will have upgrades to stats — to weapons, armors and health. Also since they will be non-raisable they will have better stats than skeletons. Also available in tc (but will have separate from graveyard factory).
2. Right now i am working on upgrading apocalyptic knights. They will become more powerful, will get some self buffs (affected by spell power), and will get more abilities. Also 2 extra units will be added — actual death knight (foot caster unit, will bring some actual buffs to undeads (alas these will be very bloody buffs — for example one buff will make unit literally inattackable and immune to all possible damage but that unit will be guaranteed to die when effect ends alas will have some restrictions on possible targets) and some new debuffs; current death knight will be renamed into hellfire knight) and thorn knight.
3. We can't give undeads good damage dealers right now since most of their damage is planned to be magical type and that is delayed up until magic update.
1. Wights will be expanded into alternative to skeletons — non-raisable but will have upgrades to stats — to weapons, armors and health. Also since they will be non-raisable they will have better stats than skeletons. Also available in tc (but will have separate from graveyard factory).
2. Right now i am working on upgrading apocalyptic knights. They will become more powerful, will get some self buffs (affected by spell power), and will get more abilities. Also 2 extra units will be added — actual death knight (foot caster unit, will bring some actual buffs to undeads (alas these will be very bloody buffs — for example one buff will make unit literally inattackable and immune to all possible damage but that unit will be guaranteed to die when effect ends alas will have some restrictions on possible targets) and some new debuffs; current death knight will be renamed into hellfire knight) and thorn knight.
3. We can't give undeads good damage dealers right now since most of their damage is planned to be magical type and that is delayed up until magic update.
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...
© by Makazuwr32™.
Re: Boneworm
So there will be tons of casters, ranged units should also appear though, unless there will be some range 9 offensive casters with decent survivability, and some what spammable
Re: Boneworm
Casters tend to die much faster due to lower range and weak hp, armor, unless its half casters like death knigh or Fel knight, but even then Fel knight isnt a good ranged option due hefty cooldown
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
Range 9+ casters will be there for ud, yes.
They will still be somewhat fragile alas.
Ranged units with range up to 8 also will be available for undeads via wights.
Also wights' weapon & armor techs will affect some other units as well — apocalyptic knights for example.
They will still be somewhat fragile alas.
Ranged units with range up to 8 also will be available for undeads via wights.
Also wights' weapon & armor techs will affect some other units as well — apocalyptic knights for example.
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...
© by Makazuwr32™.
Re: Boneworm
Apocalyptic knights sound alot like four horsemen, i wonder if a plaque or war knights are planned lol
- makazuwr32
- Posts: 7830
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- Location: Moscow, Russia
Re: Boneworm
Plague knight is already a thing. But as foot unit.
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...
© by Makazuwr32™.
Re: Boneworm
I meaned more like cursed Type of unit, but ok, pestilence has its relresentation in ud lol
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
But he is cursed.
I will improve him later alas — several extra abilities will be added.
I will improve him later alas — several extra abilities will be added.
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...
© by Makazuwr32™.
Re: Boneworm
My bad, i though hes just a regular archer, i think his aura might need a rework when veil arrives, or auras should be reworked by default
Re: Boneworm
Spells that give auras instead might be way more useful, like you can choose when its usefull, and on targets that can survive some beating, or synergize with said aura
Re: Boneworm
Or actual buffing auras, its pretty obvious buff auras>debuff auras
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
His aura will not damage allies anymore.
Also it will become stronger because it will be affected by spell power.
Alas that will not be only buff for him.
Also it will become stronger because it will be affected by spell power.
Alas that will not be only buff for him.
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...
© by Makazuwr32™.
Re: Boneworm
I meaned all ud auras, conditions to set it, and value that it gives, not to mention units who have it, make it virtually worthless, while buff auras need just a friendly unit in range, enable the aura unit to stand on backline, and always are worth, so overall a 3 dmg buff to all allies in range is better than a 12 dmg debuff to all enemies in range, just cause how hard is to get any value from debuff auras
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
Might increasd power of debuff auras.
So for skeleton captain it will be when maxed -18 or -22 attack.
So for skeleton captain it will be when maxed -18 or -22 attack.
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...
© by Makazuwr32™.
Re: Boneworm
The issue is that skeletons are super fragile, and all debuff auras need the unit to be close to the frontlines to work, not even humans who have tankiest lord units go close with their buff to frontline, cause it still just dies from focus fire, so overall debuff auras will have a chance to work if the unit is super tanky, or inside a super tanky unit, preferably both, also some auras seem super weak, or even useless, like the monster harbinger one
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
New spell for new death knight unit will solve issue of "super fragile skeleton units" (in most cases). Since it literally will make them completely immune to all possible damage and you just need to bear with debuffing unit that you can't kill moves around and gives aura to your units.
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...
© by Makazuwr32™.
Re: Boneworm
Will they be able to attack, or they be immobilized completely, and function as barriers only
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
No restrictions to movement or buffs they can receive or attacks... But once ability used unit is bound to be erased from the map when buff ends without any traces.
If used for example on hydra it will not drop variant with lower amount of heads.
If used on other unit who drops something upon death that drop also will be ignored.
That is the backfire of this ability.
Also it will simply disintegrate some units when used on those without even activating protection — they are too weak for that.
Mainly too thin units — all animals, all 1 turn units, fallen phantoms, workers and laborers, mages...
If used for example on hydra it will not drop variant with lower amount of heads.
If used on other unit who drops something upon death that drop also will be ignored.
That is the backfire of this ability.
Also it will simply disintegrate some units when used on those without even activating protection — they are too weak for that.
Mainly too thin units — all animals, all 1 turn units, fallen phantoms, workers and laborers, mages...
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...
© by Makazuwr32™.
Re: Boneworm
Makes sense, spam tactits with immortal barriers tad too op, propably shouldnt count as vanishing, comboed with spirit tower would end even more annoying than human barriers
Re: Boneworm
Dunno if its supposed to encourage suicide rushing, or defensive strats, its all about how long the unit will remain, if its like 2 or 3 turns then its propably good mostly for offence
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Boneworm
It wi last for now 3 turns. Later we will see.
And yes it will be different from vanishing.
And yes it will be different from vanishing.
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...
© by Makazuwr32™.